#pragma once /* * SDK generated by Dumper-7 * * https://github.com/Encryqed/Dumper-7 */ // Package: GameNoce #include "Basic.hpp" #include "GameNoce_classes.hpp" #include "GameNoce_parameters.hpp" namespace SDK { // Function GameNoce.AsyncActionHandleNoceStorage.NoceAsyncLoadGameFromSlot // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const int32 SlotIndex (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UAsyncActionHandleNoceStorage* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UAsyncActionHandleNoceStorage* UAsyncActionHandleNoceStorage::NoceAsyncLoadGameFromSlot(class UObject* WorldContextObject, const int32 SlotIndex) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("AsyncActionHandleNoceStorage", "NoceAsyncLoadGameFromSlot"); Params::AsyncActionHandleNoceStorage_NoceAsyncLoadGameFromSlot 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 GameNoce.AsyncActionHandleNoceStorage.NoceAsyncSaveClearGameToSlot // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const int32 SlotIndex (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ENoceEndingType ClearEndingType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ClearProgress (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UAsyncActionHandleNoceStorage* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UAsyncActionHandleNoceStorage* UAsyncActionHandleNoceStorage::NoceAsyncSaveClearGameToSlot(class UObject* WorldContextObject, const int32 SlotIndex, ENoceEndingType ClearEndingType, bool ClearProgress) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("AsyncActionHandleNoceStorage", "NoceAsyncSaveClearGameToSlot"); Params::AsyncActionHandleNoceStorage_NoceAsyncSaveClearGameToSlot Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.SlotIndex = SlotIndex; Parms.ClearEndingType = ClearEndingType; Parms.ClearProgress = ClearProgress; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.AsyncActionHandleNoceStorage.NoceAsyncSaveGameToSlot // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const int32 SlotIndex (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName LocationName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* InActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UAsyncActionHandleNoceStorage* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UAsyncActionHandleNoceStorage* UAsyncActionHandleNoceStorage::NoceAsyncSaveGameToSlot(class UObject* WorldContextObject, const int32 SlotIndex, class FName LocationName, class AActor* InActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("AsyncActionHandleNoceStorage", "NoceAsyncSaveGameToSlot"); Params::AsyncActionHandleNoceStorage_NoceAsyncSaveGameToSlot Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.SlotIndex = SlotIndex; Parms.LocationName = LocationName; Parms.InActor = InActor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.AsyncActionHandleNoceStorage.NoceAsyncSaveSystemSave // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UAsyncActionHandleNoceStorage* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UAsyncActionHandleNoceStorage* UAsyncActionHandleNoceStorage::NoceAsyncSaveSystemSave(class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("AsyncActionHandleNoceStorage", "NoceAsyncSaveSystemSave"); Params::AsyncActionHandleNoceStorage_NoceAsyncSaveSystemSave Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceCheatLevelExtension.AddSpecialTag // (Event, Public, BlueprintEvent) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceCheatLevelExtension::AddSpecialTag() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatLevelExtension", "AddSpecialTag"); Params::NoceCheatLevelExtension_AddSpecialTag Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function GameNoce.NoceCheatLevelExtension.Debug_AddAllMapLocationIDs // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatLevelExtension::Debug_AddAllMapLocationIDs() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatLevelExtension", "Debug_AddAllMapLocationIDs"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatLevelExtension.Debug_AddMapLocationID // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatLevelExtension::Debug_AddMapLocationID() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatLevelExtension", "Debug_AddMapLocationID"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatLevelExtension.Debug_AddRemoveMapIcon // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatLevelExtension::Debug_AddRemoveMapIcon() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatLevelExtension", "Debug_AddRemoveMapIcon"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatLevelExtension.Debug_AddSpecialTag // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatLevelExtension::Debug_AddSpecialTag() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatLevelExtension", "Debug_AddSpecialTag"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatLevelExtension.Debug_RemoveMapLocationID // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatLevelExtension::Debug_RemoveMapLocationID() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatLevelExtension", "Debug_RemoveMapLocationID"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatLevelExtension.GetSpecialTags // (Event, Public, BlueprintEvent) // Parameters: // int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNoceCheatLevelExtension::GetSpecialTags(int32 Index_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatLevelExtension", "GetSpecialTags"); Params::NoceCheatLevelExtension_GetSpecialTags Parms{}; Parms.Index_0 = Index_0; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function GameNoce.NoceCheatLevelExtension.OnAddSpecialTagWindowDecided // (Final, Native, Public) // Parameters: // const struct FNeoCheatPopWindowOutputParam&Result (Parm, NativeAccessSpecifierPublic) void UNoceCheatLevelExtension::OnAddSpecialTagWindowDecided(const struct FNeoCheatPopWindowOutputParam& Result) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatLevelExtension", "OnAddSpecialTagWindowDecided"); Params::NoceCheatLevelExtension_OnAddSpecialTagWindowDecided Parms{}; Parms.Result = std::move(Result); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatLevelExtension.OnMapIconDecided // (Final, Native, Public) // Parameters: // const struct FNeoCheatPopWindowOutputParam&Result (Parm, NativeAccessSpecifierPublic) void UNoceCheatLevelExtension::OnMapIconDecided(const struct FNeoCheatPopWindowOutputParam& Result) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatLevelExtension", "OnMapIconDecided"); Params::NoceCheatLevelExtension_OnMapIconDecided Parms{}; Parms.Result = std::move(Result); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatLevelExtension.OnMapIconDecidedV2 // (Final, Native, Public) // Parameters: // const struct FNeoCheatPopWindowOutputParam&Result (Parm, NativeAccessSpecifierPublic) void UNoceCheatLevelExtension::OnMapIconDecidedV2(const struct FNeoCheatPopWindowOutputParam& Result) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatLevelExtension", "OnMapIconDecidedV2"); Params::NoceCheatLevelExtension_OnMapIconDecidedV2 Parms{}; Parms.Result = std::move(Result); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatLevelExtension.OnMapWindowDecided // (Final, Native, Public) // Parameters: // const struct FNeoCheatPopWindowOutputParam&Result (Parm, NativeAccessSpecifierPublic) void UNoceCheatLevelExtension::OnMapWindowDecided(const struct FNeoCheatPopWindowOutputParam& Result) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatLevelExtension", "OnMapWindowDecided"); Params::NoceCheatLevelExtension_OnMapWindowDecided Parms{}; Parms.Result = std::move(Result); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatLevelExtension.RefreshMinimap // (Exec, Event, Public, BlueprintEvent) void UNoceCheatLevelExtension::RefreshMinimap() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatLevelExtension", "RefreshMinimap"); UObject::ProcessEvent(Func, nullptr); } // Function GameNoce.NoceCheatLevelExtension.ToggleMinimap // (Exec, Event, Public, BlueprintEvent) void UNoceCheatLevelExtension::ToggleMinimap() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatLevelExtension", "ToggleMinimap"); UObject::ProcessEvent(Func, nullptr); } // Function GameNoce.NoceCheatLevelExtension.ZoomInMinimap // (Exec, Event, Public, BlueprintEvent) void UNoceCheatLevelExtension::ZoomInMinimap() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatLevelExtension", "ZoomInMinimap"); UObject::ProcessEvent(Func, nullptr); } // Function GameNoce.NoceCheatLevelExtension.ZoomOutMinimap // (Exec, Event, Public, BlueprintEvent) void UNoceCheatLevelExtension::ZoomOutMinimap() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatLevelExtension", "ZoomOutMinimap"); UObject::ProcessEvent(Func, nullptr); } // Function GameNoce.NoceTestBaseController.OnMemReportIntervalChanged // (Final, Native, Private) void UNoceTestBaseController::OnMemReportIntervalChanged() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTestBaseController", "OnMemReportIntervalChanged"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceTestBaseController.OnMemReportTimerExpired // (Final, Native, Private) void UNoceTestBaseController::OnMemReportTimerExpired() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTestBaseController", "OnMemReportTimerExpired"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceTestBaseController.TryEarlyExec // (Final, Native, Private) // Parameters: // const class UWorld* World (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceTestBaseController::TryEarlyExec(const class UWorld* World) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTestBaseController", "TryEarlyExec"); Params::NoceTestBaseController_TryEarlyExec Parms{}; Parms.World = World; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePerfTestController.OnGameStateSet // (Final, Native, Protected) // Parameters: // const class AGameStateBase* GameStateBase (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePerfTestController::OnGameStateSet(const class AGameStateBase* GameStateBase) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePerfTestController", "OnGameStateSet"); Params::NocePerfTestController_OnGameStateSet Parms{}; Parms.GameStateBase = GameStateBase; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePerfTestController.OnWorldBeginPlay // (Final, Native, Protected) void UNocePerfTestController::OnWorldBeginPlay() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePerfTestController", "OnWorldBeginPlay"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceNewGameDataAsset.GetDefaultGameRound // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // ENoceRoundType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENoceRoundType UNoceNewGameDataAsset::GetDefaultGameRound() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceNewGameDataAsset", "GetDefaultGameRound"); Params::NoceNewGameDataAsset_GetDefaultGameRound Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceCheatTitleUIExtension.Debug_AutoSwitchInputIcon // (Final, Exec, Native, Public) // Parameters: // bool InEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatTitleUIExtension::Debug_AutoSwitchInputIcon(bool InEnable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatTitleUIExtension", "Debug_AutoSwitchInputIcon"); Params::NoceCheatTitleUIExtension_Debug_AutoSwitchInputIcon Parms{}; Parms.InEnable = InEnable; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatTitleUIExtension.Debug_HideDevInfo // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatTitleUIExtension::Debug_HideDevInfo(bool InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatTitleUIExtension", "Debug_HideDevInfo"); Params::NoceCheatTitleUIExtension_Debug_HideDevInfo Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatTitleUIExtension.Debug_SetSkipLogo // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatTitleUIExtension::Debug_SetSkipLogo(bool InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatTitleUIExtension", "Debug_SetSkipLogo"); Params::NoceCheatTitleUIExtension_Debug_SetSkipLogo Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatGeneralTextWidget.ShowText // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FText& InText (Parm, NativeAccessSpecifierPublic) void UNoceCheatGeneralTextWidget::ShowText(const class FText& InText) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatGeneralTextWidget", "ShowText"); Params::NoceCheatGeneralTextWidget_ShowText Parms{}; Parms.InText = std::move(InText); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.FrameworkFunctionLibrary.GetNoceWorldSettings // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class ANoceWorldSettings* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class ANoceWorldSettings* UFrameworkFunctionLibrary::GetNoceWorldSettings(const class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FrameworkFunctionLibrary", "GetNoceWorldSettings"); Params::FrameworkFunctionLibrary_GetNoceWorldSettings Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.FrameworkFunctionLibrary.IsGameMode // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TSubclassOf GameModeClass (Parm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UFrameworkFunctionLibrary::IsGameMode(const class UObject* WorldContextObject, TSubclassOf GameModeClass) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FrameworkFunctionLibrary", "IsGameMode"); Params::FrameworkFunctionLibrary_IsGameMode Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.GameModeClass = GameModeClass; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.FrameworkFunctionLibrary.IsNoceGameMode // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UFrameworkFunctionLibrary::IsNoceGameMode(const class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FrameworkFunctionLibrary", "IsNoceGameMode"); Params::FrameworkFunctionLibrary_IsNoceGameMode Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.FrameworkFunctionLibrary.IsNoceTitleGameMode // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UFrameworkFunctionLibrary::IsNoceTitleGameMode(const class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("FrameworkFunctionLibrary", "IsNoceTitleGameMode"); Params::FrameworkFunctionLibrary_IsNoceTitleGameMode Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceVolumeComponentBase.OnVolumeBeginOverlapBP // (Native, Event, Protected, BlueprintEvent) void UNoceVolumeComponentBase::OnVolumeBeginOverlapBP() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceVolumeComponentBase", "OnVolumeBeginOverlapBP"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceVolumeComponentBase.OnVolumeEndOverlapBP // (Native, Event, Protected, BlueprintEvent) void UNoceVolumeComponentBase::OnVolumeEndOverlapBP() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceVolumeComponentBase", "OnVolumeEndOverlapBP"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceVolumeComponentBase.RequestSpecialWeightChange // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FString& SourceName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InWeight (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InPriority (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceVolumeComponentBase::RequestSpecialWeightChange(const class FString& SourceName, float InWeight, float InPriority) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceVolumeComponentBase", "RequestSpecialWeightChange"); Params::NoceVolumeComponentBase_RequestSpecialWeightChange Parms{}; Parms.SourceName = std::move(SourceName); Parms.InWeight = InWeight; Parms.InPriority = InPriority; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.GameNoceGameModeBase.GetActionLevel // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // ENoceActionLevel ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENoceActionLevel AGameNoceGameModeBase::GetActionLevel() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("GameNoceGameModeBase", "GetActionLevel"); Params::GameNoceGameModeBase_GetActionLevel Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.GameNoceGameModeBase.GetPlayerOutfitValue // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // ENocePlayerOutfit ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENocePlayerOutfit AGameNoceGameModeBase::GetPlayerOutfitValue() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("GameNoceGameModeBase", "GetPlayerOutfitValue"); Params::GameNoceGameModeBase_GetPlayerOutfitValue Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.GameNoceGameModeBase.GetPlayerSaveGameOutfit // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // ENocePlayerOutfit ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENocePlayerOutfit AGameNoceGameModeBase::GetPlayerSaveGameOutfit() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("GameNoceGameModeBase", "GetPlayerSaveGameOutfit"); Params::GameNoceGameModeBase_GetPlayerSaveGameOutfit Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.GameNoceGameModeBase.GetRiddleLevel // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // ENoceRiddleLevel ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENoceRiddleLevel AGameNoceGameModeBase::GetRiddleLevel() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("GameNoceGameModeBase", "GetRiddleLevel"); Params::GameNoceGameModeBase_GetRiddleLevel Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.GameNoceGameModeBase.GetRoundType // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // ENoceRoundType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENoceRoundType AGameNoceGameModeBase::GetRoundType() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("GameNoceGameModeBase", "GetRoundType"); Params::GameNoceGameModeBase_GetRoundType Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.GameNoceGameModeBase.GetSaveGameRoundType // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // ENoceRoundType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENoceRoundType AGameNoceGameModeBase::GetSaveGameRoundType() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("GameNoceGameModeBase", "GetSaveGameRoundType"); Params::GameNoceGameModeBase_GetSaveGameRoundType Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.GameNoceGameModeBase.GetSimulateStoryClearBitmask // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 AGameNoceGameModeBase::GetSimulateStoryClearBitmask() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("GameNoceGameModeBase", "GetSimulateStoryClearBitmask"); Params::GameNoceGameModeBase_GetSimulateStoryClearBitmask Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.GameNoceGameModeBase.GetStoryEndingType // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // ENoceEndingType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENoceEndingType AGameNoceGameModeBase::GetStoryEndingType() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("GameNoceGameModeBase", "GetStoryEndingType"); Params::GameNoceGameModeBase_GetStoryEndingType Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.GameNoceGameModeBase.HandleUpdatePlayerCharMeshType // (Final, Native, Public, BlueprintCallable) // Parameters: // ENocePlayerType InPlayerType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName InCharMeshRowName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AGameNoceGameModeBase::HandleUpdatePlayerCharMeshType(ENocePlayerType InPlayerType, class FName InCharMeshRowName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("GameNoceGameModeBase", "HandleUpdatePlayerCharMeshType"); Params::GameNoceGameModeBase_HandleUpdatePlayerCharMeshType Parms{}; Parms.InPlayerType = InPlayerType; Parms.InCharMeshRowName = InCharMeshRowName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.GameNoceGameModeBase.OnSystemSaveLoaded // (Native, Protected) // Parameters: // class UNoceSystemSaveGame* SystemSave (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AGameNoceGameModeBase::OnSystemSaveLoaded(class UNoceSystemSaveGame* SystemSave) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("GameNoceGameModeBase", "OnSystemSaveLoaded"); Params::GameNoceGameModeBase_OnSystemSaveLoaded Parms{}; Parms.SystemSave = SystemSave; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.GameNoceGameModeBase.OnSystemSaveSaved // (Native, Protected) // Parameters: // class UNoceSystemSaveGame* SystemSave (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AGameNoceGameModeBase::OnSystemSaveSaved(class UNoceSystemSaveGame* SystemSave) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("GameNoceGameModeBase", "OnSystemSaveSaved"); Params::GameNoceGameModeBase_OnSystemSaveSaved Parms{}; Parms.SystemSave = SystemSave; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.GameNoceGameModeBase.SetActionLevel // (Final, Native, Public, BlueprintCallable) // Parameters: // ENoceActionLevel ActionLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AGameNoceGameModeBase::SetActionLevel(ENoceActionLevel ActionLevel) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("GameNoceGameModeBase", "SetActionLevel"); Params::GameNoceGameModeBase_SetActionLevel Parms{}; Parms.ActionLevel = ActionLevel; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.GameNoceGameModeBase.SetPlayerOutfitValue // (Final, Native, Public, BlueprintCallable) // Parameters: // ENocePlayerOutfit InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AGameNoceGameModeBase::SetPlayerOutfitValue(ENocePlayerOutfit InType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("GameNoceGameModeBase", "SetPlayerOutfitValue"); Params::GameNoceGameModeBase_SetPlayerOutfitValue Parms{}; Parms.InType = InType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.GameNoceGameModeBase.SetRiddleLevel // (Final, Native, Public, BlueprintCallable) // Parameters: // ENoceRiddleLevel RiddleLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AGameNoceGameModeBase::SetRiddleLevel(ENoceRiddleLevel RiddleLevel) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("GameNoceGameModeBase", "SetRiddleLevel"); Params::GameNoceGameModeBase_SetRiddleLevel Parms{}; Parms.RiddleLevel = RiddleLevel; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.GameNoceGameModeBase.SetSimulateRoundType // (Final, Native, Public, BlueprintCallable) // Parameters: // ENoceRoundType DebugRoundType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AGameNoceGameModeBase::SetSimulateRoundType(ENoceRoundType DebugRoundType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("GameNoceGameModeBase", "SetSimulateRoundType"); Params::GameNoceGameModeBase_SetSimulateRoundType Parms{}; Parms.DebugRoundType = DebugRoundType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.GameNoceGameModeBase.SetSimulateStoryClearBitmask // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 BitMask (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AGameNoceGameModeBase::SetSimulateStoryClearBitmask(int32 BitMask) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("GameNoceGameModeBase", "SetSimulateStoryClearBitmask"); Params::GameNoceGameModeBase_SetSimulateStoryClearBitmask Parms{}; Parms.BitMask = BitMask; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.GameNoceGameModeBase.SetStoryEndingType // (Final, Native, Public, BlueprintCallable) // Parameters: // ENoceEndingType EndingType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AGameNoceGameModeBase::SetStoryEndingType(ENoceEndingType EndingType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("GameNoceGameModeBase", "SetStoryEndingType"); Params::GameNoceGameModeBase_SetStoryEndingType Parms{}; Parms.EndingType = EndingType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceUserWidgetBase.AddToInputDeviceUpdateList // (Final, Native, Protected, BlueprintCallable) // Parameters: // class UWidget* InWidget (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceUserWidgetBase::AddToInputDeviceUpdateList(class UWidget* InWidget) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceUserWidgetBase", "AddToInputDeviceUpdateList"); Params::NoceUserWidgetBase_AddToInputDeviceUpdateList Parms{}; Parms.InWidget = InWidget; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceUserWidgetBase.ClearResource // (Native, Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceUserWidgetBase::ClearResource(bool* NoUse) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceUserWidgetBase", "ClearResource"); Params::NoceUserWidgetBase_ClearResource Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (NoUse != nullptr) *NoUse = Parms.NoUse; } // Function GameNoce.NoceUserWidgetBase.OnInputDeviceChanged // (Native, Event, Protected, BlueprintEvent) void UNoceUserWidgetBase::OnInputDeviceChanged() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceUserWidgetBase", "OnInputDeviceChanged"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceUserWidgetBase.OnLanguageChanged // (Native, Event, Protected, BlueprintEvent) void UNoceUserWidgetBase::OnLanguageChanged() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceUserWidgetBase", "OnLanguageChanged"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceUserWidgetBase.OnSynchronizeProperties // (Native, Event, Protected, BlueprintEvent) void UNoceUserWidgetBase::OnSynchronizeProperties() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceUserWidgetBase", "OnSynchronizeProperties"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceUserWidgetBase.PlayUIAnimation // (Final, Native, Protected, BlueprintCallable) // Parameters: // class UWidgetAnimation* InAnimation (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool IsLoop (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool IsRestorable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceUserWidgetBase::PlayUIAnimation(class UWidgetAnimation* InAnimation, bool IsLoop, bool IsRestorable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceUserWidgetBase", "PlayUIAnimation"); Params::NoceUserWidgetBase_PlayUIAnimation Parms{}; Parms.InAnimation = InAnimation; Parms.IsLoop = IsLoop; Parms.IsRestorable = IsRestorable; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceUserWidgetBase.PlayUISound // (Final, Native, Protected, BlueprintCallable) // Parameters: // const struct FNeoAudioTriggerIdHandle& TriggerId (Parm, NoDestructor, NativeAccessSpecifierPublic) void UNoceUserWidgetBase::PlayUISound(const struct FNeoAudioTriggerIdHandle& TriggerId) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceUserWidgetBase", "PlayUISound"); Params::NoceUserWidgetBase_PlayUISound Parms{}; Parms.TriggerId = std::move(TriggerId); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceUserWidgetBase.StopUIAnimations // (Final, Native, Protected, BlueprintCallable) // Parameters: // const TArray& InAnimations (ConstParm, Parm, ZeroConstructor, NativeAccessSpecifierPublic) void UNoceUserWidgetBase::StopUIAnimations(const TArray& InAnimations) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceUserWidgetBase", "StopUIAnimations"); Params::NoceUserWidgetBase_StopUIAnimations Parms{}; Parms.InAnimations = std::move(InAnimations); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceUserWidgetBase.SynchronizeProperties // (Final, Native, Public, BlueprintCallable) void UNoceUserWidgetBase::SynchronizeProperties() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceUserWidgetBase", "SynchronizeProperties"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceClawAttrackSoulWidget.BP_SetBarRatio // (Event, Public, BlueprintCallable, BlueprintEvent) // Parameters: // float InRatio (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceClawAttrackSoulWidget::BP_SetBarRatio(float InRatio) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceClawAttrackSoulWidget", "BP_SetBarRatio"); Params::NoceClawAttrackSoulWidget_BP_SetBarRatio Parms{}; Parms.InRatio = InRatio; UObject::ProcessEvent(Func, &Parms); } // Function GameNoce.NoceClawAttrackSoulWidget.BP_SetHoldTime // (Event, Public, BlueprintCallable, BlueprintEvent) // Parameters: // float InHoldTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceClawAttrackSoulWidget::BP_SetHoldTime(float InHoldTime) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceClawAttrackSoulWidget", "BP_SetHoldTime"); Params::NoceClawAttrackSoulWidget_BP_SetHoldTime Parms{}; Parms.InHoldTime = InHoldTime; UObject::ProcessEvent(Func, &Parms); } // Function GameNoce.NoceClawAttrackSoulWidget.BP_StartPressing // (Event, Public, BlueprintCallable, BlueprintEvent) void UNoceClawAttrackSoulWidget::BP_StartPressing() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceClawAttrackSoulWidget", "BP_StartPressing"); UObject::ProcessEvent(Func, nullptr); } // Function GameNoce.NoceSelectItemWidget.GetAnimation // (Final, Native, Protected, BlueprintCallable) // Parameters: // class UWidgetAnimation* NormalAnim (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UWidgetAnimation* DisableAnim (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UWidgetAnimation* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UWidgetAnimation* UNoceSelectItemWidget::GetAnimation(class UWidgetAnimation* NormalAnim, class UWidgetAnimation* DisableAnim) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSelectItemWidget", "GetAnimation"); Params::NoceSelectItemWidget_GetAnimation Parms{}; Parms.NormalAnim = NormalAnim; Parms.DisableAnim = DisableAnim; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSelectItemWidget.OnDecideCompleted // (Native, Event, Protected, BlueprintCallable, BlueprintEvent) void UNoceSelectItemWidget::OnDecideCompleted() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSelectItemWidget", "OnDecideCompleted"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSelectItemWidget.OnFocusCompleted // (Native, Event, Protected, BlueprintCallable, BlueprintEvent) void UNoceSelectItemWidget::OnFocusCompleted() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSelectItemWidget", "OnFocusCompleted"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSelectItemWidget.OnUnfocusCompleted // (Native, Event, Protected, BlueprintCallable, BlueprintEvent) void UNoceSelectItemWidget::OnUnfocusCompleted() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSelectItemWidget", "OnUnfocusCompleted"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSelectItemWidget.StopSelectAnimations // (Final, Native, Protected, BlueprintCallable) void UNoceSelectItemWidget::StopSelectAnimations() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSelectItemWidget", "StopSelectAnimations"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceNotebookPageTabChildWidget.Init // (Final, Native, Public, HasDefaults, BlueprintCallable) // Parameters: // const struct FNoceUINotebookCategoryData&InData (Parm, NativeAccessSpecifierPublic) // const struct FLinearColor& InDefaultColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FLinearColor& InSelectColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceNotebookPageTabChildWidget::Init(const struct FNoceUINotebookCategoryData& InData, const struct FLinearColor& InDefaultColor, const struct FLinearColor& InSelectColor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceNotebookPageTabChildWidget", "Init"); Params::NoceNotebookPageTabChildWidget_Init Parms{}; Parms.InData = std::move(InData); Parms.InDefaultColor = std::move(InDefaultColor); Parms.InSelectColor = std::move(InSelectColor); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceNotebookPageTabChildWidget.SetViewed // (Final, Native, Public, BlueprintCallable) void UNoceNotebookPageTabChildWidget::SetViewed() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceNotebookPageTabChildWidget", "SetViewed"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAnimWidget.AddAnimation // (Final, Native, Protected, BlueprintCallable) // Parameters: // class UWidgetAnimation* Animation (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAnimWidget::AddAnimation(class UWidgetAnimation* Animation) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimWidget", "AddAnimation"); Params::NoceAnimWidget_AddAnimation Parms{}; Parms.Animation = Animation; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAnimWidget.BP_ForceClose // (Event, Protected, BlueprintEvent) void UNoceAnimWidget::BP_ForceClose() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimWidget", "BP_ForceClose"); UObject::ProcessEvent(Func, nullptr); } // Function GameNoce.NoceAnimWidget.BP_HideCommon // (Event, Protected, HasOutParams, BlueprintEvent) // Parameters: // bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAnimWidget::BP_HideCommon(bool* NoUse) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimWidget", "BP_HideCommon"); Params::NoceAnimWidget_BP_HideCommon Parms{}; UObject::ProcessEvent(Func, &Parms); if (NoUse != nullptr) *NoUse = Parms.NoUse; } // Function GameNoce.NoceAnimWidget.BP_ShowCommon // (Event, Protected, HasOutParams, BlueprintEvent) // Parameters: // bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAnimWidget::BP_ShowCommon(bool* NoUse) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimWidget", "BP_ShowCommon"); Params::NoceAnimWidget_BP_ShowCommon Parms{}; UObject::ProcessEvent(Func, &Parms); if (NoUse != nullptr) *NoUse = Parms.NoUse; } // Function GameNoce.NoceAnimWidget.ForceClose // (Native, Public, BlueprintCallable) void UNoceAnimWidget::ForceClose() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimWidget", "ForceClose"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAnimWidget.ForceHide // (Native, Public, BlueprintCallable) void UNoceAnimWidget::ForceHide() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimWidget", "ForceHide"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAnimWidget.GetFadeInAnim // (Native, Event, Protected, BlueprintCallable, BlueprintEvent) // Parameters: // class UWidgetAnimation* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UWidgetAnimation* UNoceAnimWidget::GetFadeInAnim() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimWidget", "GetFadeInAnim"); Params::NoceAnimWidget_GetFadeInAnim Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAnimWidget.GetFadeOutAnim // (Native, Event, Protected, BlueprintCallable, BlueprintEvent) // Parameters: // class UWidgetAnimation* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UWidgetAnimation* UNoceAnimWidget::GetFadeOutAnim() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimWidget", "GetFadeOutAnim"); Params::NoceAnimWidget_GetFadeOutAnim Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAnimWidget.Hide // (Native, Public, BlueprintCallable) void UNoceAnimWidget::Hide() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimWidget", "Hide"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAnimWidget.IsShowing // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceAnimWidget::IsShowing() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimWidget", "IsShowing"); Params::NoceAnimWidget_IsShowing Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAnimWidget.OnFadeInCompleted // (Native, Event, Protected, BlueprintCallable, BlueprintEvent) void UNoceAnimWidget::OnFadeInCompleted() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimWidget", "OnFadeInCompleted"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAnimWidget.OnFadeOutCompleted // (Native, Event, Protected, BlueprintCallable, BlueprintEvent) void UNoceAnimWidget::OnFadeOutCompleted() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimWidget", "OnFadeOutCompleted"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAnimWidget.SetAllData // (Native, Event, Protected, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAnimWidget::SetAllData(bool* NoUse) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimWidget", "SetAllData"); Params::NoceAnimWidget_SetAllData Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (NoUse != nullptr) *NoUse = Parms.NoUse; } // Function GameNoce.NoceAnimWidget.Show // (Native, Public, BlueprintCallable) void UNoceAnimWidget::Show() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimWidget", "Show"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAnimWidget.StopAnimations // (Final, Native, Protected, BlueprintCallable) void UNoceAnimWidget::StopAnimations() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimWidget", "StopAnimations"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFocusableWidget.BP_DisableInputs // (Event, Protected, HasOutParams, BlueprintEvent) // Parameters: // bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceFocusableWidget::BP_DisableInputs(bool* NoUse) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceFocusableWidget", "BP_DisableInputs"); Params::NoceFocusableWidget_BP_DisableInputs Parms{}; UObject::ProcessEvent(Func, &Parms); if (NoUse != nullptr) *NoUse = Parms.NoUse; } // Function GameNoce.NoceFocusableWidget.BP_EnableInputs // (Event, Protected, HasOutParams, BlueprintEvent) // Parameters: // bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceFocusableWidget::BP_EnableInputs(bool* NoUse) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceFocusableWidget", "BP_EnableInputs"); Params::NoceFocusableWidget_BP_EnableInputs Parms{}; UObject::ProcessEvent(Func, &Parms); if (NoUse != nullptr) *NoUse = Parms.NoUse; } // Function GameNoce.NoceFocusableWidget.BP_TryFocusDefaultWidget // (Native, Protected, BlueprintCallable) // Parameters: // struct FEventReply ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FEventReply UNoceFocusableWidget::BP_TryFocusDefaultWidget() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceFocusableWidget", "BP_TryFocusDefaultWidget"); Params::NoceFocusableWidget_BP_TryFocusDefaultWidget Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFocusableWidget.Cancel // (Native, Event, Protected, BlueprintCallable, BlueprintEvent) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceFocusableWidget::Cancel() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceFocusableWidget", "Cancel"); Params::NoceFocusableWidget_Cancel Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFocusableWidget.Confirm // (Native, Event, Protected, BlueprintCallable, BlueprintEvent) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceFocusableWidget::Confirm() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceFocusableWidget", "Confirm"); Params::NoceFocusableWidget_Confirm Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFocusableWidget.DisableInputs // (Final, Native, Protected, BlueprintCallable) void UNoceFocusableWidget::DisableInputs() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceFocusableWidget", "DisableInputs"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFocusableWidget.EnableInputs // (Final, Native, Protected, BlueprintCallable) void UNoceFocusableWidget::EnableInputs() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceFocusableWidget", "EnableInputs"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFocusableWidget.HandleNotRepeatKeys // (Native, Event, Protected, HasOutParams, BlueprintEvent) // Parameters: // const struct FInputEvent& InInputEvent (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // const struct FKey& InKey (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceFocusableWidget::HandleNotRepeatKeys(const struct FInputEvent& InInputEvent, const struct FKey& InKey) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceFocusableWidget", "HandleNotRepeatKeys"); Params::NoceFocusableWidget_HandleNotRepeatKeys Parms{}; Parms.InInputEvent = std::move(InInputEvent); Parms.InKey = std::move(InKey); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFocusableWidget.HandleRepeatKeys // (Native, Event, Protected, HasOutParams, BlueprintEvent) // Parameters: // const struct FInputEvent& InInputEvent (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // const struct FKey& InKey (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceFocusableWidget::HandleRepeatKeys(const struct FInputEvent& InInputEvent, const struct FKey& InKey) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceFocusableWidget", "HandleRepeatKeys"); Params::NoceFocusableWidget_HandleRepeatKeys Parms{}; Parms.InInputEvent = std::move(InInputEvent); Parms.InKey = std::move(InKey); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFocusableWidget.HideGuide // (Final, Native, Protected, BlueprintCallable) void UNoceFocusableWidget::HideGuide() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceFocusableWidget", "HideGuide"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFocusableWidget.SetCursorVisibility // (Final, Native, Protected, BlueprintCallable) // Parameters: // bool InIsVisible (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceFocusableWidget::SetCursorVisibility(bool InIsVisible) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceFocusableWidget", "SetCursorVisibility"); Params::NoceFocusableWidget_SetCursorVisibility Parms{}; Parms.InIsVisible = InIsVisible; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFocusableWidget.ShowGuide // (Final, Native, Protected, BlueprintCallable) // Parameters: // class FName InGuide (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceFocusableWidget::ShowGuide(class FName InGuide) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceFocusableWidget", "ShowGuide"); Params::NoceFocusableWidget_ShowGuide Parms{}; Parms.InGuide = InGuide; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceChooserArrowWidget.OnMouseButtonDownArrow // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const struct FGeometry& InGeometry (Parm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // const struct FPointerEvent& InMouseEvent (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // struct FEventReply ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FEventReply UNoceChooserArrowWidget::OnMouseButtonDownArrow(const struct FGeometry& InGeometry, const struct FPointerEvent& InMouseEvent) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceChooserArrowWidget", "OnMouseButtonDownArrow"); Params::NoceChooserArrowWidget_OnMouseButtonDownArrow Parms{}; Parms.InGeometry = std::move(InGeometry); Parms.InMouseEvent = std::move(InMouseEvent); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.MucusDecalActor.BP_OnOutOfGameplay // (Event, Public, BlueprintEvent) void AMucusDecalActor::BP_OnOutOfGameplay() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("MucusDecalActor", "BP_OnOutOfGameplay"); UObject::ProcessEvent(Func, nullptr); } // Function GameNoce.MucusDecalActor.BP_Transformation // (Event, Public, BlueprintEvent) void AMucusDecalActor::BP_Transformation() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("MucusDecalActor", "BP_Transformation"); UObject::ProcessEvent(Func, nullptr); } // Function GameNoce.MucusDecalActor.DestroyMe // (Final, Native, Public, BlueprintCallable) void AMucusDecalActor::DestroyMe() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("MucusDecalActor", "DestroyMe"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.MucusDecalActor.HasTransformed // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool AMucusDecalActor::HasTransformed() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("MucusDecalActor", "HasTransformed"); Params::MucusDecalActor_HasTransformed Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.MucusDecalActor.IsEnvironmentType // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool AMucusDecalActor::IsEnvironmentType() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("MucusDecalActor", "IsEnvironmentType"); Params::MucusDecalActor_IsEnvironmentType Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.MucusDecalActor.IsOutOfGameplay // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool AMucusDecalActor::IsOutOfGameplay() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("MucusDecalActor", "IsOutOfGameplay"); Params::MucusDecalActor_IsOutOfGameplay Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.MucusDecalActor.OnTransformReuse // (Final, Native, Protected) void AMucusDecalActor::OnTransformReuse() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("MucusDecalActor", "OnTransformReuse"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.MucusDecalActor.PauseDestroyTimer // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InPause (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AMucusDecalActor::PauseDestroyTimer(bool InPause) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("MucusDecalActor", "PauseDestroyTimer"); Params::MucusDecalActor_PauseDestroyTimer Parms{}; Parms.InPause = InPause; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.MucusDecalActor.ReceiveDestroyRequest // (Final, Native, Protected) void AMucusDecalActor::ReceiveDestroyRequest() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("MucusDecalActor", "ReceiveDestroyRequest"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.MucusDecalActor.ReceiveEnemyDeadEvent // (Final, Native, Protected) // Parameters: // class AActor* InEnemy (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AMucusDecalActor::ReceiveEnemyDeadEvent(class AActor* InEnemy) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("MucusDecalActor", "ReceiveEnemyDeadEvent"); Params::MucusDecalActor_ReceiveEnemyDeadEvent Parms{}; Parms.InEnemy = InEnemy; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.MucusDecalActor.RequestTransformation // (Final, Native, Public, BlueprintCallable) // Parameters: // class AActor* InRequester (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AMucusDecalActor::RequestTransformation(class AActor* InRequester) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("MucusDecalActor", "RequestTransformation"); Params::MucusDecalActor_RequestTransformation Parms{}; Parms.InRequester = InRequester; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.MucusDecalActor.RequestTransformationAuto // (Final, Native, Protected) void AMucusDecalActor::RequestTransformationAuto() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("MucusDecalActor", "RequestTransformationAuto"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.MucusDecalActor.SetTransformLifeSpan // (Final, Native, Public, BlueprintCallable) // Parameters: // float InLifespan (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AMucusDecalActor::SetTransformLifeSpan(float InLifespan) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("MucusDecalActor", "SetTransformLifeSpan"); Params::MucusDecalActor_SetTransformLifeSpan Parms{}; Parms.InLifespan = InLifespan; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.MucusDecalActor.SetTransformReuseTime // (Final, Native, Public, BlueprintCallable) // Parameters: // float InTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void AMucusDecalActor::SetTransformReuseTime(float InTime) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("MucusDecalActor", "SetTransformReuseTime"); Params::MucusDecalActor_SetTransformReuseTime Parms{}; Parms.InTime = InTime; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceWorldSubsystem.Deinitialize_BP // (Event, Protected, BlueprintEvent) void UNoceWorldSubsystem::Deinitialize_BP() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWorldSubsystem", "Deinitialize_BP"); UObject::ProcessEvent(Func, nullptr); } // Function GameNoce.NoceWorldSubsystem.Initialize_BP // (Event, Protected, BlueprintEvent) void UNoceWorldSubsystem::Initialize_BP() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWorldSubsystem", "Initialize_BP"); UObject::ProcessEvent(Func, nullptr); } // Function GameNoce.NoceWorldSubsystem.WorldBeginPlay_BP // (Event, Protected, BlueprintEvent) void UNoceWorldSubsystem::WorldBeginPlay_BP() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWorldSubsystem", "WorldBeginPlay_BP"); UObject::ProcessEvent(Func, nullptr); } // Function GameNoce.NoceShowByProgressBaseComponent.OnAdditionalTagChanged // (Final, Native, Protected) // Parameters: // const struct FGameplayTag& InTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceShowByProgressBaseComponent::OnAdditionalTagChanged(const struct FGameplayTag& InTag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceShowByProgressBaseComponent", "OnAdditionalTagChanged"); Params::NoceShowByProgressBaseComponent_OnAdditionalTagChanged Parms{}; Parms.InTag = std::move(InTag); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceShowByProgressBaseComponent.OnProgressChanged // (Final, Native, Protected) // Parameters: // const struct FGameplayTag& InTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceShowByProgressBaseComponent::OnProgressChanged(const struct FGameplayTag& InTag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceShowByProgressBaseComponent", "OnProgressChanged"); Params::NoceShowByProgressBaseComponent_OnProgressChanged Parms{}; Parms.InTag = std::move(InTag); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceShowByProgressBaseComponent.OnProgressInitialized // (Final, Native, Protected) // Parameters: // const struct FGameplayTag& InTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceShowByProgressBaseComponent::OnProgressInitialized(const struct FGameplayTag& InTag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceShowByProgressBaseComponent", "OnProgressInitialized"); Params::NoceShowByProgressBaseComponent_OnProgressInitialized Parms{}; Parms.InTag = std::move(InTag); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceShowByProgressBaseComponent.OnProgressOrTagChanged_BP // (Native, Event, Protected, BlueprintEvent) void UNoceShowByProgressBaseComponent::OnProgressOrTagChanged_BP() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceShowByProgressBaseComponent", "OnProgressOrTagChanged_BP"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceMontageStateMonitorComponent.GetMontageState // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // ENoceMontageState ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENoceMontageState UNoceMontageStateMonitorComponent::GetMontageState() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceMontageStateMonitorComponent", "GetMontageState"); Params::NoceMontageStateMonitorComponent_GetMontageState Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceMontageStateMonitorComponent.OnMontageBlendingOut // (Final, Native, Protected) // Parameters: // class UAnimMontage* Montage (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bInterrupted (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceMontageStateMonitorComponent::OnMontageBlendingOut(class UAnimMontage* Montage, bool bInterrupted) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceMontageStateMonitorComponent", "OnMontageBlendingOut"); Params::NoceMontageStateMonitorComponent_OnMontageBlendingOut Parms{}; Parms.Montage = Montage; Parms.bInterrupted = bInterrupted; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceMontageStateMonitorComponent.OnMontageEnded // (Final, Native, Protected) // Parameters: // class UAnimMontage* Montage (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bInterrupted (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceMontageStateMonitorComponent::OnMontageEnded(class UAnimMontage* Montage, bool bInterrupted) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceMontageStateMonitorComponent", "OnMontageEnded"); Params::NoceMontageStateMonitorComponent_OnMontageEnded Parms{}; Parms.Montage = Montage; Parms.bInterrupted = bInterrupted; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceMontageStateMonitorComponent.RecordMontageState // (Final, Native, Public, BlueprintCallable) // Parameters: // class UAnimMontage* InMontage (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ENoceMontageState InMontageState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceMontageStateMonitorComponent::RecordMontageState(class UAnimMontage* InMontage, ENoceMontageState InMontageState) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceMontageStateMonitorComponent", "RecordMontageState"); Params::NoceMontageStateMonitorComponent_RecordMontageState Parms{}; Parms.InMontage = InMontage; Parms.InMontageState = InMontageState; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.MucusSubsystem.GetMucusByDistance2D // (Final, Native, Public, HasDefaults, BlueprintCallable) // Parameters: // const struct FVector& Location (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float Distance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UMucusSubsystem::GetMucusByDistance2D(const struct FVector& Location, float Distance) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("MucusSubsystem", "GetMucusByDistance2D"); Params::MucusSubsystem_GetMucusByDistance2D Parms{}; Parms.Location = std::move(Location); Parms.Distance = Distance; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.MucusSubsystem.HandleSporeEruption // (Final, Native, Public, HasDefaults, BlueprintCallable) // Parameters: // const struct FVector& CenterLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float Radius (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* InRequester (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UMucusSubsystem::HandleSporeEruption(const struct FVector& CenterLocation, float Radius, class AActor* InRequester) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("MucusSubsystem", "HandleSporeEruption"); Params::MucusSubsystem_HandleSporeEruption Parms{}; Parms.CenterLocation = std::move(CenterLocation); Parms.Radius = Radius; Parms.InRequester = InRequester; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.MucusSubsystem.IsMucusNearby // (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure) // Parameters: // const struct FVector& Location (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float Distance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UMucusSubsystem::IsMucusNearby(const struct FVector& Location, float Distance) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("MucusSubsystem", "IsMucusNearby"); Params::MucusSubsystem_IsMucusNearby Parms{}; Parms.Location = std::move(Location); Parms.Distance = Distance; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.MucusSubsystem.RegisterMucus // (Final, Native, Public, BlueprintCallable) // Parameters: // class AMucusDecalActor* Mucus (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UMucusSubsystem::RegisterMucus(class AMucusDecalActor* Mucus) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("MucusSubsystem", "RegisterMucus"); Params::MucusSubsystem_RegisterMucus Parms{}; Parms.Mucus = Mucus; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.MucusSubsystem.RemoveAllMucus // (Final, Native, Public, BlueprintCallable) // Parameters: // bool Immediately (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UMucusSubsystem::RemoveAllMucus(bool Immediately) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("MucusSubsystem", "RemoveAllMucus"); Params::MucusSubsystem_RemoveAllMucus Parms{}; Parms.Immediately = Immediately; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.MucusSubsystem.RemoveOldestMucus // (Final, Native, Public, BlueprintCallable) void UMucusSubsystem::RemoveOldestMucus() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("MucusSubsystem", "RemoveOldestMucus"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.MucusSubsystem.RequestTransformAllMucus // (Final, Native, Public, BlueprintCallable) void UMucusSubsystem::RequestTransformAllMucus() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("MucusSubsystem", "RequestTransformAllMucus"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.MucusSubsystem.UnregisterMucus // (Final, Native, Public, BlueprintCallable) // Parameters: // class AMucusDecalActor* Mucus (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UMucusSubsystem::UnregisterMucus(class AMucusDecalActor* Mucus) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("MucusSubsystem", "UnregisterMucus"); Params::MucusSubsystem_UnregisterMucus Parms{}; Parms.Mucus = Mucus; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAbilitySystemComponent.ChangeEffectDuration // (Final, Native, Public, BlueprintCallable) // Parameters: // const struct FActiveGameplayEffectHandle&Handle (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float TimeDiff (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAbilitySystemComponent::ChangeEffectDuration(const struct FActiveGameplayEffectHandle& Handle, float TimeDiff) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAbilitySystemComponent", "ChangeEffectDuration"); Params::NoceAbilitySystemComponent_ChangeEffectDuration Parms{}; Parms.Handle = std::move(Handle); Parms.TimeDiff = TimeDiff; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAchievementSubsystem.AddAchievementRecordByKey // (Final, Native, Public, BlueprintCallable) // Parameters: // ENoceMiscAchievementType InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName InKey (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float Threshold (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAchievementSubsystem::AddAchievementRecordByKey(ENoceMiscAchievementType InType, class FName InKey, int32 InValue, float Threshold) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAchievementSubsystem", "AddAchievementRecordByKey"); Params::NoceAchievementSubsystem_AddAchievementRecordByKey Parms{}; Parms.InType = InType; Parms.InKey = InKey; Parms.InValue = InValue; Parms.Threshold = Threshold; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAchievementSubsystem.IsRecordCompleted // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceAchievementSubsystem::IsRecordCompleted(class FName InName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAchievementSubsystem", "IsRecordCompleted"); Params::NoceAchievementSubsystem_IsRecordCompleted Parms{}; Parms.InName = InName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAchievementSubsystem.OnAddConsumableItem // (Final, Native, Protected) // Parameters: // class FName InItemName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 InQuantity (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAchievementSubsystem::OnAddConsumableItem(class FName InItemName, int32 InQuantity) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAchievementSubsystem", "OnAddConsumableItem"); Params::NoceAchievementSubsystem_OnAddConsumableItem Parms{}; Parms.InItemName = InItemName; Parms.InQuantity = InQuantity; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAchievementSubsystem.OnAddItem // (Final, Native, Protected) // Parameters: // ENoceInventoryType InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName InItemName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAchievementSubsystem::OnAddItem(ENoceInventoryType InType, class FName InItemName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAchievementSubsystem", "OnAddItem"); Params::NoceAchievementSubsystem_OnAddItem Parms{}; Parms.InType = InType; Parms.InItemName = InItemName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAchievementSubsystem.OnAdditionalTagChanged // (Final, Native, Protected) // Parameters: // const struct FGameplayTag& InTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAchievementSubsystem::OnAdditionalTagChanged(const struct FGameplayTag& InTag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAchievementSubsystem", "OnAdditionalTagChanged"); Params::NoceAchievementSubsystem_OnAdditionalTagChanged Parms{}; Parms.InTag = std::move(InTag); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAchievementSubsystem.OnAddNewWeapon // (Final, Native, Protected) // Parameters: // class FName ID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAchievementSubsystem::OnAddNewWeapon(class FName ID) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAchievementSubsystem", "OnAddNewWeapon"); Params::NoceAchievementSubsystem_OnAddNewWeapon Parms{}; Parms.ID = ID; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAchievementSubsystem.OnAddNotebookID // (Final, Native, Protected) // Parameters: // ENoceNotebookType InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName ID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAchievementSubsystem::OnAddNotebookID(ENoceNotebookType InType, class FName ID) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAchievementSubsystem", "OnAddNotebookID"); Params::NoceAchievementSubsystem_OnAddNotebookID Parms{}; Parms.InType = InType; Parms.ID = ID; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAchievementSubsystem.OnEnemyDead // (Final, Native, Protected) // Parameters: // class AActor* InEnemyActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAchievementSubsystem::OnEnemyDead(class AActor* InEnemyActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAchievementSubsystem", "OnEnemyDead"); Params::NoceAchievementSubsystem_OnEnemyDead Parms{}; Parms.InEnemyActor = InEnemyActor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAchievementSubsystem.OnEnemyFakeDead // (Final, Native, Protected) // Parameters: // class AActor* InEnemyActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAchievementSubsystem::OnEnemyFakeDead(class AActor* InEnemyActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAchievementSubsystem", "OnEnemyFakeDead"); Params::NoceAchievementSubsystem_OnEnemyFakeDead Parms{}; Parms.InEnemyActor = InEnemyActor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAchievementSubsystem.OnPlayerDie // (Final, Native, Protected) void UNoceAchievementSubsystem::OnPlayerDie() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAchievementSubsystem", "OnPlayerDie"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAchievementSubsystem.OnPlayerMaxLevelChanged // (Final, Native, Protected) // Parameters: // ENoceUpgradeType InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAchievementSubsystem::OnPlayerMaxLevelChanged(ENoceUpgradeType InType, int32 InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAchievementSubsystem", "OnPlayerMaxLevelChanged"); Params::NoceAchievementSubsystem_OnPlayerMaxLevelChanged Parms{}; Parms.InType = InType; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAchievementSubsystem.OnPlayerTakeDamage // (Final, Native, Protected) // Parameters: // class AActor* Attacker (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName ComboName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InHealthDamage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAchievementSubsystem::OnPlayerTakeDamage(class AActor* Attacker, class FName ComboName, float InHealthDamage) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAchievementSubsystem", "OnPlayerTakeDamage"); Params::NoceAchievementSubsystem_OnPlayerTakeDamage Parms{}; Parms.Attacker = Attacker; Parms.ComboName = ComboName; Parms.InHealthDamage = InHealthDamage; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAchievementSubsystem.OnProgressChanged // (Final, Native, Protected) // Parameters: // const struct FGameplayTag& InTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAchievementSubsystem::OnProgressChanged(const struct FGameplayTag& InTag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAchievementSubsystem", "OnProgressChanged"); Params::NoceAchievementSubsystem_OnProgressChanged Parms{}; Parms.InTag = std::move(InTag); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAchievementSubsystem.OnProgressInitialized // (Final, Native, Protected) // Parameters: // const struct FGameplayTag& InTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAchievementSubsystem::OnProgressInitialized(const struct FGameplayTag& InTag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAchievementSubsystem", "OnProgressInitialized"); Params::NoceAchievementSubsystem_OnProgressInitialized Parms{}; Parms.InTag = std::move(InTag); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAchievementSubsystem.OnUseConsumableItem // (Final, Native, Protected) // Parameters: // class FName InItemName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAchievementSubsystem::OnUseConsumableItem(class FName InItemName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAchievementSubsystem", "OnUseConsumableItem"); Params::NoceAchievementSubsystem_OnUseConsumableItem Parms{}; Parms.InItemName = InItemName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceActionBase.AbortAction // (Final, Native, Public, BlueprintCallable) void UNoceActionBase::AbortAction() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceActionBase", "AbortAction"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceActionBase.CompleteAction // (Final, Native, Public, BlueprintCallable) void UNoceActionBase::CompleteAction() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceActionBase", "CompleteAction"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceActionBase.DebugGetActionInfo // (Native, Event, Public, BlueprintEvent) // Parameters: // class FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) class FString UNoceActionBase::DebugGetActionInfo() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceActionBase", "DebugGetActionInfo"); Params::NoceActionBase_DebugGetActionInfo Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceActionBase.ExecuteAction // (Final, Native, Public) void UNoceActionBase::ExecuteAction() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceActionBase", "ExecuteAction"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceActionBase.GetActionStatus // (Final, Native, Public, BlueprintCallable) // Parameters: // ENoceActionStatus ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENoceActionStatus UNoceActionBase::GetActionStatus() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceActionBase", "GetActionStatus"); Params::NoceActionBase_GetActionStatus Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceActionBase.PerformAction // (Native, Event, Protected, BlueprintEvent) void UNoceActionBase::PerformAction() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceActionBase", "PerformAction"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceActionBase.PrepareAction // (Native, Event, Public, BlueprintEvent) void UNoceActionBase::PrepareAction() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceActionBase", "PrepareAction"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceActionBase.GetParentActor // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class AActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AActor* UNoceActionBase::GetParentActor() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceActionBase", "GetParentActor"); Params::NoceActionBase_GetParentActor Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceActionBase.GetPersistentOuter // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UObject* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UObject* UNoceActionBase::GetPersistentOuter() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceActionBase", "GetPersistentOuter"); Params::NoceActionBase_GetPersistentOuter Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceActiveUserWidget.CheckAndShow // (Final, Native, Public, BlueprintCallable) void UNoceActiveUserWidget::CheckAndShow() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceActiveUserWidget", "CheckAndShow"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCommonGuideItemWidget.SetData // (Final, Native, Public, BlueprintCallable) void UNoceCommonGuideItemWidget::SetData() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCommonGuideItemWidget", "SetData"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCommonGuideItemWidget.UpdateIcons // (Final, Native, Public) // Parameters: // const TArray& IconNames (Parm, ZeroConstructor, NativeAccessSpecifierPublic) void UNoceCommonGuideItemWidget::UpdateIcons(const TArray& IconNames) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCommonGuideItemWidget", "UpdateIcons"); Params::NoceCommonGuideItemWidget_UpdateIcons Parms{}; Parms.IconNames = std::move(IconNames); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceActivityInstance.ActivityAvailabilityChanged // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FString& ActivityID (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bEnabled (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceActivityInstance::ActivityAvailabilityChanged(const class FString& ActivityID, bool bEnabled) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceActivityInstance", "ActivityAvailabilityChanged"); Params::NoceActivityInstance_ActivityAvailabilityChanged Parms{}; Parms.ActivityID = std::move(ActivityID); Parms.bEnabled = bEnabled; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceActivityInstance.CanActivateByActivity // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceActivityInstance::CanActivateByActivity() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceActivityInstance", "CanActivateByActivity"); Params::NoceActivityInstance_CanActivateByActivity Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceActivityInstance.CancelAndHideActivity // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FString& ActivityID (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceActivityInstance::CancelAndHideActivity(const class FString& ActivityID) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceActivityInstance", "CancelAndHideActivity"); Params::NoceActivityInstance_CancelAndHideActivity Parms{}; Parms.ActivityID = std::move(ActivityID); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceActivityInstance.CheckToStartNewGameActivity // (Final, Native, Public, BlueprintCallable) void UNoceActivityInstance::CheckToStartNewGameActivity() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceActivityInstance", "CheckToStartNewGameActivity"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceActivityInstance.CompleteAndHideActivity // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FString& ActivityID (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceActivityInstance::CompleteAndHideActivity(const class FString& ActivityID) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceActivityInstance", "CompleteAndHideActivity"); Params::NoceActivityInstance_CompleteAndHideActivity Parms{}; Parms.ActivityID = std::move(ActivityID); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceActivityInstance.ContinueGame_BP // (Event, Public, BlueprintEvent) void UNoceActivityInstance::ContinueGame_BP() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceActivityInstance", "ContinueGame_BP"); UObject::ProcessEvent(Func, nullptr); } // Function GameNoce.NoceActivityInstance.DoesSystemSlotExist // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceActivityInstance::DoesSystemSlotExist() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceActivityInstance", "DoesSystemSlotExist"); Params::NoceActivityInstance_DoesSystemSlotExist Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceActivityInstance.EndActivity // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FString& ActivityID (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 Outcome (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceActivityInstance::EndActivity(const class FString& ActivityID, int32 Outcome) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceActivityInstance", "EndActivity"); Params::NoceActivityInstance_EndActivity Parms{}; Parms.ActivityID = std::move(ActivityID); Parms.Outcome = Outcome; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceActivityInstance.GetNoceGameInstance // (Final, Native, Protected, BlueprintCallable, BlueprintPure) // Parameters: // class UNoceGameInstance* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UNoceGameInstance* UNoceActivityInstance::GetNoceGameInstance() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceActivityInstance", "GetNoceGameInstance"); Params::NoceActivityInstance_GetNoceGameInstance Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceActivityInstance.GetNocePlayerController // (Final, Native, Protected, BlueprintCallable, BlueprintPure) // Parameters: // class ANocePlayerController* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class ANocePlayerController* UNoceActivityInstance::GetNocePlayerController() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceActivityInstance", "GetNocePlayerController"); Params::NoceActivityInstance_GetNocePlayerController Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceActivityInstance.GetNoceUISubsystem // (Final, Native, Protected, BlueprintCallable, BlueprintPure) // Parameters: // class UNoceUISubsystem* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UNoceUISubsystem* UNoceActivityInstance::GetNoceUISubsystem() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceActivityInstance", "GetNoceUISubsystem"); Params::NoceActivityInstance_GetNoceUISubsystem Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceActivityInstance.HandleActivatedByActivityCompleted // (Final, Native, Public, BlueprintCallable) void UNoceActivityInstance::HandleActivatedByActivityCompleted() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceActivityInstance", "HandleActivatedByActivityCompleted"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceActivityInstance.HandleGameActivityActivationRequest // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FString& ActivityID (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceActivityInstance::HandleGameActivityActivationRequest(const class FString& ActivityID) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceActivityInstance", "HandleGameActivityActivationRequest"); Params::NoceActivityInstance_HandleGameActivityActivationRequest Parms{}; Parms.ActivityID = std::move(ActivityID); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceActivityInstance.HasAnySaveGame // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // bool* IsGameClearSaveGame (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceActivityInstance::HasAnySaveGame(bool* IsGameClearSaveGame) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceActivityInstance", "HasAnySaveGame"); Params::NoceActivityInstance_HasAnySaveGame Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (IsGameClearSaveGame != nullptr) *IsGameClearSaveGame = Parms.IsGameClearSaveGame; return Parms.ReturnValue; } // Function GameNoce.NoceActivityInstance.HasToHandleActivateByActivity // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceActivityInstance::HasToHandleActivateByActivity() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceActivityInstance", "HasToHandleActivateByActivity"); Params::NoceActivityInstance_HasToHandleActivateByActivity Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceActivityInstance.HideAllActivities // (Final, Native, Public, BlueprintCallable) void UNoceActivityInstance::HideAllActivities() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceActivityInstance", "HideAllActivities"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceActivityInstance.IsLoadingGameClearSaveData // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceActivityInstance::IsLoadingGameClearSaveData() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceActivityInstance", "IsLoadingGameClearSaveData"); Params::NoceActivityInstance_IsLoadingGameClearSaveData Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceActivityInstance.IsLoadingLatestSaveData // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceActivityInstance::IsLoadingLatestSaveData() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceActivityInstance", "IsLoadingLatestSaveData"); Params::NoceActivityInstance_IsLoadingLatestSaveData Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceActivityInstance.NewGame_BP // (Event, Public, BlueprintEvent) void UNoceActivityInstance::NewGame_BP() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceActivityInstance", "NewGame_BP"); UObject::ProcessEvent(Func, nullptr); } // Function GameNoce.NoceActivityInstance.NewGameWithClearGame_BP // (Event, Public, BlueprintEvent) void UNoceActivityInstance::NewGameWithClearGame_BP() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceActivityInstance", "NewGameWithClearGame_BP"); UObject::ProcessEvent(Func, nullptr); } // Function GameNoce.NoceActivityInstance.ResetAllActiveActivities // (Final, Native, Public, BlueprintCallable) void UNoceActivityInstance::ResetAllActiveActivities() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceActivityInstance", "ResetAllActiveActivities"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceActivityInstance.ResetCurrentActivity // (Final, Native, Public, BlueprintCallable) void UNoceActivityInstance::ResetCurrentActivity() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceActivityInstance", "ResetCurrentActivity"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceActivityInstance.ResumeActivity // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FString& ActivityID (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const TArray& InProgressTasks (Parm, ZeroConstructor, NativeAccessSpecifierPublic) // const TArray& CompletedTasks (Parm, ZeroConstructor, NativeAccessSpecifierPublic) void UNoceActivityInstance::ResumeActivity(const class FString& ActivityID, const TArray& InProgressTasks, const TArray& CompletedTasks) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceActivityInstance", "ResumeActivity"); Params::NoceActivityInstance_ResumeActivity Parms{}; Parms.ActivityID = std::move(ActivityID); Parms.InProgressTasks = std::move(InProgressTasks); Parms.CompletedTasks = std::move(CompletedTasks); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceActivityInstance.ResumeAndShowActivity // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FString& ActivityID (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const TArray& InProgressTasks (Parm, ZeroConstructor, NativeAccessSpecifierPublic) // const TArray& CompletedTasks (Parm, ZeroConstructor, NativeAccessSpecifierPublic) void UNoceActivityInstance::ResumeAndShowActivity(const class FString& ActivityID, const TArray& InProgressTasks, const TArray& CompletedTasks) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceActivityInstance", "ResumeAndShowActivity"); Params::NoceActivityInstance_ResumeAndShowActivity Parms{}; Parms.ActivityID = std::move(ActivityID); Parms.InProgressTasks = std::move(InProgressTasks); Parms.CompletedTasks = std::move(CompletedTasks); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceActivityInstance.StartActivity // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FString& ActivityID (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceActivityInstance::StartActivity(const class FString& ActivityID) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceActivityInstance", "StartActivity"); Params::NoceActivityInstance_StartActivity Parms{}; Parms.ActivityID = std::move(ActivityID); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceActivityInstance.StartAndShowActivity // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FString& ActivityID (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceActivityInstance::StartAndShowActivity(const class FString& ActivityID) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceActivityInstance", "StartAndShowActivity"); Params::NoceActivityInstance_StartAndShowActivity Parms{}; Parms.ActivityID = std::move(ActivityID); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceActivityInstance.StartNewGame02Activity // (Final, Native, Public, BlueprintCallable) void UNoceActivityInstance::StartNewGame02Activity() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceActivityInstance", "StartNewGame02Activity"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceActivityInstance.TrimActivityLog // (Final, Native, Public, BlueprintCallable) void UNoceActivityInstance::TrimActivityLog() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceActivityInstance", "TrimActivityLog"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceActivityInstance.IsActivityObjectID // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // const class FString& ActivityID (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceActivityInstance::IsActivityObjectID(const class FString& ActivityID) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceActivityInstance", "IsActivityObjectID"); Params::NoceActivityInstance_IsActivityObjectID Parms{}; Parms.ActivityID = std::move(ActivityID); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceActivitySubsystem.OnProgressChanged // (Final, Native, Protected) // Parameters: // const struct FGameplayTag& InTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceActivitySubsystem::OnProgressChanged(const struct FGameplayTag& InTag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceActivitySubsystem", "OnProgressChanged"); Params::NoceActivitySubsystem_OnProgressChanged Parms{}; Parms.InTag = std::move(InTag); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceActivitySubsystem.OnProgressInitialized // (Final, Native, Protected) // Parameters: // const struct FGameplayTag& InTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceActivitySubsystem::OnProgressInitialized(const struct FGameplayTag& InTag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceActivitySubsystem", "OnProgressInitialized"); Params::NoceActivitySubsystem_OnProgressInitialized Parms{}; Parms.InTag = std::move(InTag); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceActivitySubsystem.UpdateActivitiesByCurrentProgress // (Final, Native, Public, BlueprintCallable) void UNoceActivitySubsystem::UpdateActivitiesByCurrentProgress() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceActivitySubsystem", "UpdateActivitiesByCurrentProgress"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceConditionBase.BP_DoCheckCondition // (Event, Public, BlueprintEvent) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceConditionBase::BP_DoCheckCondition() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceConditionBase", "BP_DoCheckCondition"); Params::NoceConditionBase_BP_DoCheckCondition Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function GameNoce.NoceConditionBase.CheckCondition // (Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceConditionBase::CheckCondition() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceConditionBase", "CheckCondition"); Params::NoceConditionBase_CheckCondition Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceConditionBase.DebugGetConditionInfo // (Native, Event, Public, BlueprintEvent) // Parameters: // class FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) class FString UNoceConditionBase::DebugGetConditionInfo() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceConditionBase", "DebugGetConditionInfo"); Params::NoceConditionBase_DebugGetConditionInfo Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceConditionBase.GetParentActor // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class AActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AActor* UNoceConditionBase::GetParentActor() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceConditionBase", "GetParentActor"); Params::NoceConditionBase_GetParentActor Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceConditionBase.GetPersistentOuter // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UObject* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UObject* UNoceConditionBase::GetPersistentOuter() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceConditionBase", "GetPersistentOuter"); Params::NoceConditionBase_GetPersistentOuter Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceActor.BP_OnRecordLoaded // (Event, Public, BlueprintEvent) void ANoceActor::BP_OnRecordLoaded() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceActor", "BP_OnRecordLoaded"); UObject::ProcessEvent(Func, nullptr); } // Function GameNoce.NoceActor.HasRecorded // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceActor::HasRecorded() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceActor", "HasRecorded"); Params::NoceActor_HasRecorded Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceActorReferenceDepotSubsystem.AddPreloadSequence // (Final, Native, Public, BlueprintCallable) // Parameters: // class ULevelSequence* InSequence (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceActorReferenceDepotSubsystem::AddPreloadSequence(class ULevelSequence* InSequence) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceActorReferenceDepotSubsystem", "AddPreloadSequence"); Params::NoceActorReferenceDepotSubsystem_AddPreloadSequence Parms{}; Parms.InSequence = InSequence; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceActorReferenceDepotSubsystem.GetActorFromPath // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FString& InPath (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AActor* UNoceActorReferenceDepotSubsystem::GetActorFromPath(const class FString& InPath) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceActorReferenceDepotSubsystem", "GetActorFromPath"); Params::NoceActorReferenceDepotSubsystem_GetActorFromPath Parms{}; Parms.InPath = std::move(InPath); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceActorReferenceDepotSubsystem.GetActorFromTag // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const class FName& InTag (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AActor* UNoceActorReferenceDepotSubsystem::GetActorFromTag(const class FName& InTag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceActorReferenceDepotSubsystem", "GetActorFromTag"); Params::NoceActorReferenceDepotSubsystem_GetActorFromTag Parms{}; Parms.InTag = InTag; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceActorReferenceDepotSubsystem.GetActorsFromTag // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const class FName& InTag (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TArray* OutData (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceActorReferenceDepotSubsystem::GetActorsFromTag(const class FName& InTag, TArray* OutData) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceActorReferenceDepotSubsystem", "GetActorsFromTag"); Params::NoceActorReferenceDepotSubsystem_GetActorsFromTag Parms{}; Parms.InTag = InTag; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutData != nullptr) *OutData = std::move(Parms.OutData); return Parms.ReturnValue; } // Function GameNoce.NoceActorReferenceDepotSubsystem.LocateBoundObjects // (Final, Native, Public, BlueprintCallable) // Parameters: // class ULevelSequence* Sequence (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class ALevelSequenceActor* SequenceActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TMap, struct FNoceActorRefDepotData>ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) TMap, struct FNoceActorRefDepotData> UNoceActorReferenceDepotSubsystem::LocateBoundObjects(class ULevelSequence* Sequence, class ALevelSequenceActor* SequenceActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceActorReferenceDepotSubsystem", "LocateBoundObjects"); Params::NoceActorReferenceDepotSubsystem_LocateBoundObjects Parms{}; Parms.Sequence = Sequence; Parms.SequenceActor = SequenceActor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceActorReferenceDepotSubsystem.OnEnterCinematic // (Final, Native, Protected) void UNoceActorReferenceDepotSubsystem::OnEnterCinematic() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceActorReferenceDepotSubsystem", "OnEnterCinematic"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceActorReferenceDepotSubsystem.OnExitCinematic // (Final, Native, Protected) void UNoceActorReferenceDepotSubsystem::OnExitCinematic() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceActorReferenceDepotSubsystem", "OnExitCinematic"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceActorReferenceDepotSubsystem.ProcessSeqEvents // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const class FName& InTagGroup (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceActorReferenceDepotSubsystem::ProcessSeqEvents(const class FName& InTagGroup) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceActorReferenceDepotSubsystem", "ProcessSeqEvents"); Params::NoceActorReferenceDepotSubsystem_ProcessSeqEvents Parms{}; Parms.InTagGroup = InTagGroup; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceActorReferenceDepotSubsystem.RegisterActorReference // (Final, Native, Public, BlueprintCallable) // Parameters: // class AActor* InActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceActorReferenceDepotSubsystem::RegisterActorReference(class AActor* InActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceActorReferenceDepotSubsystem", "RegisterActorReference"); Params::NoceActorReferenceDepotSubsystem_RegisterActorReference Parms{}; Parms.InActor = InActor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceActorReferenceDepotSubsystem.RemovePreloadSeqDataFromCurrentSeqData // (Final, Native, Public, BlueprintCallable) void UNoceActorReferenceDepotSubsystem::RemovePreloadSeqDataFromCurrentSeqData() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceActorReferenceDepotSubsystem", "RemovePreloadSeqDataFromCurrentSeqData"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceActorReferenceDepotSubsystem.RemovePreloadSequence // (Final, Native, Public, BlueprintCallable) // Parameters: // class ULevelSequence* InSequence (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceActorReferenceDepotSubsystem::RemovePreloadSequence(class ULevelSequence* InSequence) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceActorReferenceDepotSubsystem", "RemovePreloadSequence"); Params::NoceActorReferenceDepotSubsystem_RemovePreloadSequence Parms{}; Parms.InSequence = InSequence; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceActorReferenceDepotSubsystem.ResetCurrentSeqData // (Final, Native, Public, BlueprintCallable) void UNoceActorReferenceDepotSubsystem::ResetCurrentSeqData() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceActorReferenceDepotSubsystem", "ResetCurrentSeqData"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceActorReferenceDepotSubsystem.ResetPreloadAssets // (Final, Native, Protected) void UNoceActorReferenceDepotSubsystem::ResetPreloadAssets() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceActorReferenceDepotSubsystem", "ResetPreloadAssets"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceActorReferenceDepotSubsystem.RollbackSeqEvents // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const class FName& InTagGroup (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceActorReferenceDepotSubsystem::RollbackSeqEvents(const class FName& InTagGroup) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceActorReferenceDepotSubsystem", "RollbackSeqEvents"); Params::NoceActorReferenceDepotSubsystem_RollbackSeqEvents Parms{}; Parms.InTagGroup = InTagGroup; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceActorReferenceDepotSubsystem.UnregisterActorReference // (Final, Native, Public, BlueprintCallable) // Parameters: // class AActor* InActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceActorReferenceDepotSubsystem::UnregisterActorReference(class AActor* InActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceActorReferenceDepotSubsystem", "UnregisterActorReference"); Params::NoceActorReferenceDepotSubsystem_UnregisterActorReference Parms{}; Parms.InActor = InActor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceActorReferenceDepotSubsystem.UpdateCurrentSeqData // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const class UDataTable* DataTable (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FName& RowName (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceActorReferenceDepotSubsystem::UpdateCurrentSeqData(const class UDataTable* DataTable, const class FName& RowName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceActorReferenceDepotSubsystem", "UpdateCurrentSeqData"); Params::NoceActorReferenceDepotSubsystem_UpdateCurrentSeqData Parms{}; Parms.DataTable = DataTable; Parms.RowName = RowName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceActorReferenceDepotSubsystem.WaitForCurrentSeqDataStreamingTextures // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceActorReferenceDepotSubsystem::WaitForCurrentSeqDataStreamingTextures() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceActorReferenceDepotSubsystem", "WaitForCurrentSeqDataStreamingTextures"); Params::NoceActorReferenceDepotSubsystem_WaitForCurrentSeqDataStreamingTextures Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceActorReferenceDepotSubsystem.GetCurrentCineChars // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // const TArray ReturnValue (ConstParm, Parm, OutParm, ZeroConstructor, ReturnParm, ReferenceParm, NativeAccessSpecifierPublic) const TArray UNoceActorReferenceDepotSubsystem::GetCurrentCineChars() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceActorReferenceDepotSubsystem", "GetCurrentCineChars"); Params::NoceActorReferenceDepotSubsystem_GetCurrentCineChars Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceActorReferenceDepotSubsystem.GetCurrentSeqData // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // const struct FNoceSeqData ReturnValue (ConstParm, Parm, OutParm, ReturnParm, ReferenceParm, NativeAccessSpecifierPublic) const struct FNoceSeqData UNoceActorReferenceDepotSubsystem::GetCurrentSeqData() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceActorReferenceDepotSubsystem", "GetCurrentSeqData"); Params::NoceActorReferenceDepotSubsystem_GetCurrentSeqData Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceActorReferenceDepotSubsystem.GetDefaultEventTag // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // const class FName ReturnValue (ConstParm, Parm, OutParm, ZeroConstructor, ReturnParm, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) const class FName UNoceActorReferenceDepotSubsystem::GetDefaultEventTag() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceActorReferenceDepotSubsystem", "GetDefaultEventTag"); Params::NoceActorReferenceDepotSubsystem_GetDefaultEventTag Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceActorReferenceDepotSubsystem.IsSetCurrentSeqData // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceActorReferenceDepotSubsystem::IsSetCurrentSeqData() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceActorReferenceDepotSubsystem", "IsSetCurrentSeqData"); Params::NoceActorReferenceDepotSubsystem_IsSetCurrentSeqData Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceCommonUINavigateData.GetNavigateTargets // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 FromIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ENoceUIInputAction InDir (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNoceCommonUINavigateData::GetNavigateTargets(int32 FromIndex, ENoceUIInputAction InDir) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCommonUINavigateData", "GetNavigateTargets"); Params::NoceCommonUINavigateData_GetNavigateTargets Parms{}; Parms.FromIndex = FromIndex; Parms.InDir = InDir; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAIAlertController.GetFirstSetupTargetTransform // (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure) // Parameters: // struct FTransform ReturnValue (Parm, OutParm, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) struct FTransform UNoceAIAlertController::GetFirstSetupTargetTransform() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAIAlertController", "GetFirstSetupTargetTransform"); Params::NoceAIAlertController_GetFirstSetupTargetTransform Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAIAlertController.GetLockAlertness // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceAIAlertController::GetLockAlertness() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAIAlertController", "GetLockAlertness"); Params::NoceAIAlertController_GetLockAlertness Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAIAlertController.IsLockTimerActive // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceAIAlertController::IsLockTimerActive() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAIAlertController", "IsLockTimerActive"); Params::NoceAIAlertController_IsLockTimerActive Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAIAlertController.ResetAlertChangingType // (Final, Native, Public, BlueprintCallable) void UNoceAIAlertController::ResetAlertChangingType() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAIAlertController", "ResetAlertChangingType"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAIAlertController.SetCurrentAlertness // (Final, Native, Public, BlueprintCallable) // Parameters: // float Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool IgnoreLock (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAIAlertController::SetCurrentAlertness(float Value, bool IgnoreLock) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAIAlertController", "SetCurrentAlertness"); Params::NoceAIAlertController_SetCurrentAlertness Parms{}; Parms.Value = Value; Parms.IgnoreLock = IgnoreLock; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAIAlertController.SetFirstSetupTargetTransform // (Final, Native, Public, HasDefaults, BlueprintCallable) // Parameters: // const struct FTransform& InTransform (Parm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAIAlertController::SetFirstSetupTargetTransform(const struct FTransform& InTransform) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAIAlertController", "SetFirstSetupTargetTransform"); Params::NoceAIAlertController_SetFirstSetupTargetTransform Parms{}; Parms.InTransform = std::move(InTransform); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAIAlertController.SetLockAlertness // (Final, Native, Public, BlueprintCallable) // Parameters: // bool IsLock (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAIAlertController::SetLockAlertness(bool IsLock) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAIAlertController", "SetLockAlertness"); Params::NoceAIAlertController_SetLockAlertness Parms{}; Parms.IsLock = IsLock; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAIAlertController.SetLockAlertnessDelay // (Final, Native, Public, BlueprintCallable) // Parameters: // bool IsLock (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float Delay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAIAlertController::SetLockAlertnessDelay(bool IsLock, float Delay) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAIAlertController", "SetLockAlertnessDelay"); Params::NoceAIAlertController_SetLockAlertnessDelay Parms{}; Parms.IsLock = IsLock; Parms.Delay = Delay; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAIAlertController.UpdateAlertChangingType // (Final, Native, Public, BlueprintCallable) void UNoceAIAlertController::UpdateAlertChangingType() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAIAlertController", "UpdateAlertChangingType"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAIController.ApplyDead // (Final, Native, Public, BlueprintCallable) void ANoceAIController::ApplyDead() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAIController", "ApplyDead"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAIController.ClearHatestTarget // (Final, Native, Public, BlueprintCallable) void ANoceAIController::ClearHatestTarget() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAIController", "ClearHatestTarget"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAIController.GetAlertChangingType // (Final, Native, Public, BlueprintCallable) // Parameters: // ENoceAIAlertChangingType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENoceAIAlertChangingType ANoceAIController::GetAlertChangingType() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAIController", "GetAlertChangingType"); Params::NoceAIController_GetAlertChangingType Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAIController.GetAlertController // (Final, Native, Public, BlueprintCallable) // Parameters: // class UNoceAIAlertController* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UNoceAIAlertController* ANoceAIController::GetAlertController() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAIController", "GetAlertController"); Params::NoceAIController_GetAlertController Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAIController.GetAlertness // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ANoceAIController::GetAlertness() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAIController", "GetAlertness"); Params::NoceAIController_GetAlertness Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAIController.GetAlertnessFirstUpdateTransform // (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure) // Parameters: // struct FTransform ReturnValue (Parm, OutParm, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) struct FTransform ANoceAIController::GetAlertnessFirstUpdateTransform() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAIController", "GetAlertnessFirstUpdateTransform"); Params::NoceAIController_GetAlertnessFirstUpdateTransform Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAIController.GetAlertType // (Final, Native, Public, BlueprintCallable) // Parameters: // ENoceAIAlertType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENoceAIAlertType ANoceAIController::GetAlertType() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAIController", "GetAlertType"); Params::NoceAIController_GetAlertType Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAIController.GetEnableThink // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceAIController::GetEnableThink() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAIController", "GetEnableThink"); Params::NoceAIController_GetEnableThink Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAIController.GetEnableThinkLocal // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceAIController::GetEnableThinkLocal() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAIController", "GetEnableThinkLocal"); Params::NoceAIController_GetEnableThinkLocal Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAIController.GetHatestTarget // (Final, Native, Public, BlueprintCallable) // Parameters: // class AActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AActor* ANoceAIController::GetHatestTarget() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAIController", "GetHatestTarget"); Params::NoceAIController_GetHatestTarget Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAIController.GetLockAlertness // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceAIController::GetLockAlertness() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAIController", "GetLockAlertness"); Params::NoceAIController_GetLockAlertness Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAIController.GetPathFollowingCurrentTargetLocation // (Final, Native, Public, HasDefaults, BlueprintCallable) // Parameters: // struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) struct FVector ANoceAIController::GetPathFollowingCurrentTargetLocation() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAIController", "GetPathFollowingCurrentTargetLocation"); Params::NoceAIController_GetPathFollowingCurrentTargetLocation Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAIController.GetPathFollowingStatus // (Final, Native, Public, BlueprintCallable) // Parameters: // EPathFollowingStatus ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) EPathFollowingStatus ANoceAIController::GetPathFollowingStatus() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAIController", "GetPathFollowingStatus"); Params::NoceAIController_GetPathFollowingStatus Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAIController.GetPrevAlertType // (Final, Native, Public, BlueprintCallable) // Parameters: // ENoceAIAlertType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENoceAIAlertType ANoceAIController::GetPrevAlertType() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAIController", "GetPrevAlertType"); Params::NoceAIController_GetPrevAlertType Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAIController.IsLockAlertTimerActive // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceAIController::IsLockAlertTimerActive() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAIController", "IsLockAlertTimerActive"); Params::NoceAIController_IsLockAlertTimerActive Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAIController.OnPerceptionUpdated // (Native, Protected, HasOutParams) // Parameters: // const TArray& UpdatedActors (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) void ANoceAIController::OnPerceptionUpdated(const TArray& UpdatedActors) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAIController", "OnPerceptionUpdated"); Params::NoceAIController_OnPerceptionUpdated Parms{}; Parms.UpdatedActors = std::move(UpdatedActors); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAIController.OnTargetPerceptionUpdated // (Native, Protected) // Parameters: // class AActor* Actor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FAIStimulus& Stimulus (Parm, NoDestructor, NativeAccessSpecifierPublic) void ANoceAIController::OnTargetPerceptionUpdated(class AActor* Actor, const struct FAIStimulus& Stimulus) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAIController", "OnTargetPerceptionUpdated"); Params::NoceAIController_OnTargetPerceptionUpdated Parms{}; Parms.Actor = Actor; Parms.Stimulus = std::move(Stimulus); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAIController.OverrideMovementStopDistance // (Final, Native, Public, BlueprintCallable) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceAIController::OverrideMovementStopDistance(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAIController", "OverrideMovementStopDistance"); Params::NoceAIController_OverrideMovementStopDistance Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAIController.ResetMovementStopDistance // (Final, Native, Public, BlueprintCallable) void ANoceAIController::ResetMovementStopDistance() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAIController", "ResetMovementStopDistance"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAIController.ResumeBehaviorTree // (Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceAIController::ResumeBehaviorTree() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAIController", "ResumeBehaviorTree"); Params::NoceAIController_ResumeBehaviorTree Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAIController.SetAlertness // (Final, Native, Public, BlueprintCallable) // Parameters: // float Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool IgnoreLock (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceAIController::SetAlertness(float Value, bool IgnoreLock) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAIController", "SetAlertness"); Params::NoceAIController_SetAlertness Parms{}; Parms.Value = Value; Parms.IgnoreLock = IgnoreLock; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAIController.SetAlertnessFirstUpdateTransform // (Final, Native, Public, HasDefaults, BlueprintCallable) // Parameters: // const struct FTransform& InTransform (Parm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceAIController::SetAlertnessFirstUpdateTransform(const struct FTransform& InTransform) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAIController", "SetAlertnessFirstUpdateTransform"); Params::NoceAIController_SetAlertnessFirstUpdateTransform Parms{}; Parms.InTransform = std::move(InTransform); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAIController.SetEnableThink // (Final, Native, Public, BlueprintCallable) // Parameters: // bool B (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceAIController::SetEnableThink(bool B) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAIController", "SetEnableThink"); Params::NoceAIController_SetEnableThink Parms{}; Parms.B = B; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAIController.SetLockAlertness // (Final, Native, Public, BlueprintCallable) // Parameters: // bool IsLock (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceAIController::SetLockAlertness(bool IsLock) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAIController", "SetLockAlertness"); Params::NoceAIController_SetLockAlertness Parms{}; Parms.IsLock = IsLock; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAIController.StartBehaviorTree // (Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceAIController::StartBehaviorTree() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAIController", "StartBehaviorTree"); Params::NoceAIController_StartBehaviorTree Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAIController.StopBehaviorTree // (Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceAIController::StopBehaviorTree() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAIController", "StopBehaviorTree"); Params::NoceAIController_StopBehaviorTree Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAIController.UpdateAIMovement // (Final, Native, Private, BlueprintCallable) void ANoceAIController::UpdateAIMovement() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAIController", "UpdateAIMovement"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAIController.UpdateNaviMidPoint // (Final, Native, Private, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceAIController::UpdateNaviMidPoint() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAIController", "UpdateNaviMidPoint"); Params::NoceAIController_UpdateNaviMidPoint Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAIController.UpdateNaviPathToMoveTarget // (Final, Native, Private, HasDefaults, BlueprintCallable) // Parameters: // const struct FVector& InTarget (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bForceUpdate (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceAIController::UpdateNaviPathToMoveTarget(const struct FVector& InTarget, bool bForceUpdate) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAIController", "UpdateNaviPathToMoveTarget"); Params::NoceAIController_UpdateNaviPathToMoveTarget Parms{}; Parms.InTarget = std::move(InTarget); Parms.bForceUpdate = bForceUpdate; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAIController.GetAISightPerceptionViewPoint // (Native, Event, Public, HasOutParams, HasDefaults, BlueprintEvent, Const) // Parameters: // struct FVector* out_Location (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FRotator* out_Rotation (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void ANoceAIController::GetAISightPerceptionViewPoint(struct FVector* out_Location, struct FRotator* out_Rotation) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAIController", "GetAISightPerceptionViewPoint"); Params::NoceAIController_GetAISightPerceptionViewPoint Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (out_Location != nullptr) *out_Location = std::move(Parms.out_Location); if (out_Rotation != nullptr) *out_Rotation = std::move(Parms.out_Rotation); } // Function GameNoce.NoceCollectibleListWidget.SetAllData // (Final, Native, Public, BlueprintCallable) // Parameters: // const TArray&Items (Parm, ZeroConstructor, NativeAccessSpecifierPublic) void UNoceCollectibleListWidget::SetAllData(const TArray& Items) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCollectibleListWidget", "SetAllData"); Params::NoceCollectibleListWidget_SetAllData Parms{}; Parms.Items = std::move(Items); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCollectibleListWidget.SetKeyItemData // (Final, Native, Public, BlueprintCallable) // Parameters: // const TArray& Items (Parm, ZeroConstructor, NativeAccessSpecifierPublic) void UNoceCollectibleListWidget::SetKeyItemData(const TArray& Items) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCollectibleListWidget", "SetKeyItemData"); Params::NoceCollectibleListWidget_SetKeyItemData Parms{}; Parms.Items = std::move(Items); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCollectibleListWidget.SetLetterGroupData // (Final, Native, Public, BlueprintCallable) // Parameters: // const TArray& LetterGroups (Parm, ZeroConstructor, NativeAccessSpecifierPublic) // const TArray& NewLetterGroups (Parm, ZeroConstructor, NativeAccessSpecifierPublic) // class FName LastGroup (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCollectibleListWidget::SetLetterGroupData(const TArray& LetterGroups, const TArray& NewLetterGroups, class FName LastGroup) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCollectibleListWidget", "SetLetterGroupData"); Params::NoceCollectibleListWidget_SetLetterGroupData Parms{}; Parms.LetterGroups = std::move(LetterGroups); Parms.NewLetterGroups = std::move(NewLetterGroups); Parms.LastGroup = LastGroup; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAIFunctionLibrary.SetAIAlertBySetting // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class ANoceAIController* AIController (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FAISpawnerAlertOverride& Setting (Parm, NoDestructor, NativeAccessSpecifierPublic) void UNoceAIFunctionLibrary::SetAIAlertBySetting(class ANoceAIController* AIController, const struct FAISpawnerAlertOverride& Setting) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceAIFunctionLibrary", "SetAIAlertBySetting"); Params::NoceAIFunctionLibrary_SetAIAlertBySetting Parms{}; Parms.AIController = AIController; Parms.Setting = std::move(Setting); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAIFunctionLibrary.SetNoceHearingRange // (Final, Native, Static, Public, HasOutParams, BlueprintCallable) // Parameters: // class AAIController* Controller (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float HearingRange (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float* OldHearingRange (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceAIFunctionLibrary::SetNoceHearingRange(class AAIController* Controller, float HearingRange, float* OldHearingRange) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceAIFunctionLibrary", "SetNoceHearingRange"); Params::NoceAIFunctionLibrary_SetNoceHearingRange Parms{}; Parms.Controller = Controller; Parms.HearingRange = HearingRange; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OldHearingRange != nullptr) *OldHearingRange = Parms.OldHearingRange; return Parms.ReturnValue; } // Function GameNoce.NoceAIFunctionLibrary.SetSightRadius // (Final, Native, Static, Public, HasOutParams, BlueprintCallable) // Parameters: // class AAIController* Controller (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float SightRadius (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float* OldSightRadius (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceAIFunctionLibrary::SetSightRadius(class AAIController* Controller, float SightRadius, float* OldSightRadius) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceAIFunctionLibrary", "SetSightRadius"); Params::NoceAIFunctionLibrary_SetSightRadius Parms{}; Parms.Controller = Controller; Parms.SightRadius = SightRadius; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OldSightRadius != nullptr) *OldSightRadius = Parms.OldSightRadius; return Parms.ReturnValue; } // Function GameNoce.NoceAISense_Hearing.ReportNoceNoiseEvent // (Final, Native, Static, Public, HasDefaults, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& NoiseLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float Loudness (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* Instigator (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float MaxRange (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName Tag (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool UseLineTrace (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ECollisionChannel TraceChannel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAISense_Hearing::ReportNoceNoiseEvent(class UObject* WorldContextObject, const struct FVector& NoiseLocation, float Loudness, class AActor* Instigator, float MaxRange, class FName Tag, bool UseLineTrace, ECollisionChannel TraceChannel) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceAISense_Hearing", "ReportNoceNoiseEvent"); Params::NoceAISense_Hearing_ReportNoceNoiseEvent Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.NoiseLocation = std::move(NoiseLocation); Parms.Loudness = Loudness; Parms.Instigator = Instigator; Parms.MaxRange = MaxRange; Parms.Tag = Tag; Parms.UseLineTrace = UseLineTrace; Parms.TraceChannel = TraceChannel; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAISpawner.CanBeAllowedToSpawn // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceAISpawner::CanBeAllowedToSpawn() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISpawner", "CanBeAllowedToSpawn"); Params::NoceAISpawner_CanBeAllowedToSpawn Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAISpawner.CanDisplayDebugInfo // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceAISpawner::CanDisplayDebugInfo() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISpawner", "CanDisplayDebugInfo"); Params::NoceAISpawner_CanDisplayDebugInfo Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAISpawner.CanSpawnAtThisDifficultyLevel // (Event, Public, BlueprintEvent) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceAISpawner::CanSpawnAtThisDifficultyLevel() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISpawner", "CanSpawnAtThisDifficultyLevel"); Params::NoceAISpawner_CanSpawnAtThisDifficultyLevel Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function GameNoce.NoceAISpawner.GetSignificanceLocation // (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure) // Parameters: // struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) struct FVector ANoceAISpawner::GetSignificanceLocation() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISpawner", "GetSignificanceLocation"); Params::NoceAISpawner_GetSignificanceLocation Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAISpawner.GetSpawnTargetClass // (Event, Public, BlueprintEvent) // Parameters: // TSubclassOf ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) TSubclassOf ANoceAISpawner::GetSpawnTargetClass() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISpawner", "GetSpawnTargetClass"); Params::NoceAISpawner_GetSpawnTargetClass Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function GameNoce.NoceAISpawner.GetSpawnTransform // (Event, Public, HasDefaults, BlueprintEvent) // Parameters: // struct FTransform ReturnValue (Parm, OutParm, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) struct FTransform ANoceAISpawner::GetSpawnTransform() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISpawner", "GetSpawnTransform"); Params::NoceAISpawner_GetSpawnTransform Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function GameNoce.NoceAISpawner.HandleAlertOverride // (Final, Native, Public, BlueprintCallable) // Parameters: // const struct FAISpawnerAlertOverride& AlertData (Parm, NoDestructor, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceAISpawner::HandleAlertOverride(const struct FAISpawnerAlertOverride& AlertData) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISpawner", "HandleAlertOverride"); Params::NoceAISpawner_HandleAlertOverride Parms{}; Parms.AlertData = std::move(AlertData); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAISpawner.HandleAttemptRespawn // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceAISpawner::HandleAttemptRespawn() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISpawner", "HandleAttemptRespawn"); Params::NoceAISpawner_HandleAttemptRespawn Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAISpawner.HandleDeleteEvent // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceAISpawner::HandleDeleteEvent() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISpawner", "HandleDeleteEvent"); Params::NoceAISpawner_HandleDeleteEvent Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAISpawner.HandleDeleteSpecifyActorEvent // (Final, Native, Public, BlueprintCallable) // Parameters: // class AActor* SpecifiedActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceAISpawner::HandleDeleteSpecifyActorEvent(class AActor* SpecifiedActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISpawner", "HandleDeleteSpecifyActorEvent"); Params::NoceAISpawner_HandleDeleteSpecifyActorEvent Parms{}; Parms.SpecifiedActor = SpecifiedActor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAISpawner.HandleEnableThinkEvent // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceAISpawner::HandleEnableThinkEvent(bool InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISpawner", "HandleEnableThinkEvent"); Params::NoceAISpawner_HandleEnableThinkEvent Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAISpawner.HandleKillEvent // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceAISpawner::HandleKillEvent() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISpawner", "HandleKillEvent"); Params::NoceAISpawner_HandleKillEvent Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAISpawner.HandleSmartSpawnFlow // (Final, Native, Public, BlueprintCallable) void ANoceAISpawner::HandleSmartSpawnFlow() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISpawner", "HandleSmartSpawnFlow"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAISpawner.HandleSpawnEventOnce // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceAISpawner::HandleSpawnEventOnce() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISpawner", "HandleSpawnEventOnce"); Params::NoceAISpawner_HandleSpawnEventOnce Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAISpawner.HandleTemporaryRemoved // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceAISpawner::HandleTemporaryRemoved() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISpawner", "HandleTemporaryRemoved"); Params::NoceAISpawner_HandleTemporaryRemoved Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAISpawner.HasSpawnedActor // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceAISpawner::HasSpawnedActor() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISpawner", "HasSpawnedActor"); Params::NoceAISpawner_HasSpawnedActor Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAISpawner.IsActorDeadOnRecord // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceAISpawner::IsActorDeadOnRecord() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISpawner", "IsActorDeadOnRecord"); Params::NoceAISpawner_IsActorDeadOnRecord Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAISpawner.IsIgnoreSaveLoad // (Event, Public, BlueprintEvent) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceAISpawner::IsIgnoreSaveLoad() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISpawner", "IsIgnoreSaveLoad"); Params::NoceAISpawner_IsIgnoreSaveLoad Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function GameNoce.NoceAISpawner.IsInstantSpawnType // (Event, Public, BlueprintEvent) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceAISpawner::IsInstantSpawnType() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISpawner", "IsInstantSpawnType"); Params::NoceAISpawner_IsInstantSpawnType Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function GameNoce.NoceAISpawner.IsSignificanceActivate // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceAISpawner::IsSignificanceActivate() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISpawner", "IsSignificanceActivate"); Params::NoceAISpawner_IsSignificanceActivate Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAISpawner.IsSpawnedOrSpawning // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceAISpawner::IsSpawnedOrSpawning() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISpawner", "IsSpawnedOrSpawning"); Params::NoceAISpawner_IsSpawnedOrSpawning Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAISpawner.OnGameProgressChanged // (Event, Protected, BlueprintCallable, BlueprintEvent) // Parameters: // const struct FGameplayTag& NewTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceAISpawner::OnGameProgressChanged(const struct FGameplayTag& NewTag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISpawner", "OnGameProgressChanged"); Params::NoceAISpawner_OnGameProgressChanged Parms{}; Parms.NewTag = std::move(NewTag); UObject::ProcessEvent(Func, &Parms); } // Function GameNoce.NoceAISpawner.OnSpawn_BP // (Event, Public, BlueprintEvent) // Parameters: // class AActor* SpawnedActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceAISpawner::OnSpawn_BP(class AActor* SpawnedActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISpawner", "OnSpawn_BP"); Params::NoceAISpawner_OnSpawn_BP Parms{}; Parms.SpawnedActor = SpawnedActor; UObject::ProcessEvent(Func, &Parms); } // Function GameNoce.NoceAISpawner.ProcessSpawnerEvent // (Final, Native, Public, BlueprintCallable) // Parameters: // const struct FNoceAISpawnerEvent& EventData (Parm, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceAISpawner::ProcessSpawnerEvent(const struct FNoceAISpawnerEvent& EventData) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISpawner", "ProcessSpawnerEvent"); Params::NoceAISpawner_ProcessSpawnerEvent Parms{}; Parms.EventData = std::move(EventData); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAISpawner.RegisterSignificance // (Final, Native, Protected, BlueprintCallable) void ANoceAISpawner::RegisterSignificance() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISpawner", "RegisterSignificance"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAISpawner.RequestSpawn // (Final, Native, Public, HasDefaults, BlueprintCallable) // Parameters: // const struct FVector& Location (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FRotator& Rotation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // bool InstantSpawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AActor* ANoceAISpawner::RequestSpawn(const struct FVector& Location, const struct FRotator& Rotation, bool InstantSpawn) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISpawner", "RequestSpawn"); Params::NoceAISpawner_RequestSpawn Parms{}; Parms.Location = std::move(Location); Parms.Rotation = std::move(Rotation); Parms.InstantSpawn = InstantSpawn; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAISpawner.RequestTriggerSpawnFlow // (Final, Native, Public, BlueprintCallable) // Parameters: // bool bForce (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceAISpawner::RequestTriggerSpawnFlow(bool bForce) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISpawner", "RequestTriggerSpawnFlow"); Params::NoceAISpawner_RequestTriggerSpawnFlow Parms{}; Parms.bForce = bForce; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAISpawner.UnRegisterSignificance // (Final, Native, Protected, BlueprintCallable) void ANoceAISpawner::UnRegisterSignificance() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISpawner", "UnRegisterSignificance"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceTickableWorldSubsystem.Deinitialize_BP // (Event, Protected, BlueprintEvent) void UNoceTickableWorldSubsystem::Deinitialize_BP() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTickableWorldSubsystem", "Deinitialize_BP"); UObject::ProcessEvent(Func, nullptr); } // Function GameNoce.NoceTickableWorldSubsystem.Initialize_BP // (Event, Protected, BlueprintEvent) void UNoceTickableWorldSubsystem::Initialize_BP() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTickableWorldSubsystem", "Initialize_BP"); UObject::ProcessEvent(Func, nullptr); } // Function GameNoce.NoceTickableWorldSubsystem.Tick_BP // (Event, Protected, BlueprintEvent) // Parameters: // float DeltaTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceTickableWorldSubsystem::Tick_BP(float DeltaTime) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTickableWorldSubsystem", "Tick_BP"); Params::NoceTickableWorldSubsystem_Tick_BP Parms{}; Parms.DeltaTime = DeltaTime; UObject::ProcessEvent(Func, &Parms); } // Function GameNoce.NoceTickableWorldSubsystem.WorldBeginPlay_BP // (Event, Protected, BlueprintEvent) void UNoceTickableWorldSubsystem::WorldBeginPlay_BP() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTickableWorldSubsystem", "WorldBeginPlay_BP"); UObject::ProcessEvent(Func, nullptr); } // Function GameNoce.NoceAISystem.AddNavigationBuildLock // (Final, Native, Public, BlueprintCallable) // Parameters: // uint8 Flags_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAISystem::AddNavigationBuildLock(uint8 Flags_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISystem", "AddNavigationBuildLock"); Params::NoceAISystem_AddNavigationBuildLock Parms{}; Parms.Flags_0 = Flags_0; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAISystem.AddRecord // (Final, Native, Public, BlueprintCallable) // Parameters: // const struct FNoceCharacterRecord& InRecord (Parm, NativeAccessSpecifierPublic) void UNoceAISystem::AddRecord(const struct FNoceCharacterRecord& InRecord) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISystem", "AddRecord"); Params::NoceAISystem_AddRecord Parms{}; Parms.InRecord = std::move(InRecord); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAISystem.AnyEnemyAliveBesidesFreak // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // class FName ActorTag (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayTag& BesidesCharacterTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceAISystem::AnyEnemyAliveBesidesFreak(class FName ActorTag, const struct FGameplayTag& BesidesCharacterTag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISystem", "AnyEnemyAliveBesidesFreak"); Params::NoceAISystem_AnyEnemyAliveBesidesFreak Parms{}; Parms.ActorTag = ActorTag; Parms.BesidesCharacterTag = std::move(BesidesCharacterTag); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAISystem.AnyEnemyAliveByCharacterName // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // class FName CharacterName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceAISystem::AnyEnemyAliveByCharacterName(class FName CharacterName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISystem", "AnyEnemyAliveByCharacterName"); Params::NoceAISystem_AnyEnemyAliveByCharacterName Parms{}; Parms.CharacterName = CharacterName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAISystem.AnyEnemyAliveByGameplayTag // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // const struct FGameplayTag& CharacterNameTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceAISystem::AnyEnemyAliveByGameplayTag(const struct FGameplayTag& CharacterNameTag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISystem", "AnyEnemyAliveByGameplayTag"); Params::NoceAISystem_AnyEnemyAliveByGameplayTag Parms{}; Parms.CharacterNameTag = std::move(CharacterNameTag); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAISystem.AnyEnemyAliveByTag // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // class FName TagName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceAISystem::AnyEnemyAliveByTag(class FName TagName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISystem", "AnyEnemyAliveByTag"); Params::NoceAISystem_AnyEnemyAliveByTag Parms{}; Parms.TagName = TagName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAISystem.BattleBGMDisabled // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceAISystem::BattleBGMDisabled() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISystem", "BattleBGMDisabled"); Params::NoceAISystem_BattleBGMDisabled Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAISystem.ClearSaveGameRecord // (Final, Native, Public, BlueprintCallable) void UNoceAISystem::ClearSaveGameRecord() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISystem", "ClearSaveGameRecord"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAISystem.DestroyAllEnemy // (Final, Native, Public, BlueprintCallable) void UNoceAISystem::DestroyAllEnemy() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISystem", "DestroyAllEnemy"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAISystem.EnableEnemyNavModifier // (Final, Native, Public, BlueprintCallable) // Parameters: // bool Enable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAISystem::EnableEnemyNavModifier(bool Enable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISystem", "EnableEnemyNavModifier"); Params::NoceAISystem_EnableEnemyNavModifier Parms{}; Parms.Enable = Enable; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAISystem.EnablePlayerNavModifier // (Final, Native, Public, BlueprintCallable) // Parameters: // bool Enable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAISystem::EnablePlayerNavModifier(bool Enable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISystem", "EnablePlayerNavModifier"); Params::NoceAISystem_EnablePlayerNavModifier Parms{}; Parms.Enable = Enable; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAISystem.GetEnemyActorByOwnedGameplayTag // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // const struct FGameplayTag& GameplayTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool IsAlive (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AActor* UNoceAISystem::GetEnemyActorByOwnedGameplayTag(const struct FGameplayTag& GameplayTag, bool IsAlive) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISystem", "GetEnemyActorByOwnedGameplayTag"); Params::NoceAISystem_GetEnemyActorByOwnedGameplayTag Parms{}; Parms.GameplayTag = std::move(GameplayTag); Parms.IsAlive = IsAlive; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAISystem.GetEnemyActorByTag // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // const struct FGameplayTag& CharacterTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ExactMatch (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool IsAlive (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AActor* UNoceAISystem::GetEnemyActorByTag(const struct FGameplayTag& CharacterTag, bool ExactMatch, bool IsAlive) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISystem", "GetEnemyActorByTag"); Params::NoceAISystem_GetEnemyActorByTag Parms{}; Parms.CharacterTag = std::move(CharacterTag); Parms.ExactMatch = ExactMatch; Parms.IsAlive = IsAlive; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAISystem.GetEnemyActorsByContainer // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // const struct FGameplayTagContainer& TagContainer (Parm, NativeAccessSpecifierPublic) // bool ExactMatch (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool IsAlive (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNoceAISystem::GetEnemyActorsByContainer(const struct FGameplayTagContainer& TagContainer, bool ExactMatch, bool IsAlive) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISystem", "GetEnemyActorsByContainer"); Params::NoceAISystem_GetEnemyActorsByContainer Parms{}; Parms.TagContainer = std::move(TagContainer); Parms.ExactMatch = ExactMatch; Parms.IsAlive = IsAlive; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAISystem.GetEnemyActorsByOwnedGameplayTag // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // const struct FGameplayTag& GameplayTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool IsAlive (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNoceAISystem::GetEnemyActorsByOwnedGameplayTag(const struct FGameplayTag& GameplayTag, bool IsAlive) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISystem", "GetEnemyActorsByOwnedGameplayTag"); Params::NoceAISystem_GetEnemyActorsByOwnedGameplayTag Parms{}; Parms.GameplayTag = std::move(GameplayTag); Parms.IsAlive = IsAlive; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAISystem.GetEnemyActorsByTag // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // const struct FGameplayTag& CharacterTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ExactMatch (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool IsAlive (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNoceAISystem::GetEnemyActorsByTag(const struct FGameplayTag& CharacterTag, bool ExactMatch, bool IsAlive) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISystem", "GetEnemyActorsByTag"); Params::NoceAISystem_GetEnemyActorsByTag Parms{}; Parms.CharacterTag = std::move(CharacterTag); Parms.ExactMatch = ExactMatch; Parms.IsAlive = IsAlive; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAISystem.GetEnemyAliveCount // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UNoceAISystem::GetEnemyAliveCount() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISystem", "GetEnemyAliveCount"); Params::NoceAISystem_GetEnemyAliveCount Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAISystem.GetEnemyAliveCountByCharacterTag // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // const struct FGameplayTag& CharacterTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ExactMatch (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UNoceAISystem::GetEnemyAliveCountByCharacterTag(const struct FGameplayTag& CharacterTag, bool ExactMatch) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISystem", "GetEnemyAliveCountByCharacterTag"); Params::NoceAISystem_GetEnemyAliveCountByCharacterTag Parms{}; Parms.CharacterTag = std::move(CharacterTag); Parms.ExactMatch = ExactMatch; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAISystem.GetEnemyAliveCountByTag // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // class FName TagName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UNoceAISystem::GetEnemyAliveCountByTag(class FName TagName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISystem", "GetEnemyAliveCountByTag"); Params::NoceAISystem_GetEnemyAliveCountByTag Parms{}; Parms.TagName = TagName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAISystem.GetNewAttackID // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UNoceAISystem::GetNewAttackID() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISystem", "GetNewAttackID"); Params::NoceAISystem_GetNewAttackID Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAISystem.GetSaveData // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNoceAISystem::GetSaveData() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISystem", "GetSaveData"); Params::NoceAISystem_GetSaveData Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAISystem.GetSpawner // (Final, Native, Public, BlueprintCallable) // Parameters: // class AActor* SpawnedActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class ANoceAISpawner* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class ANoceAISpawner* UNoceAISystem::GetSpawner(class AActor* SpawnedActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISystem", "GetSpawner"); Params::NoceAISystem_GetSpawner Parms{}; Parms.SpawnedActor = SpawnedActor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAISystem.GetSpecifyRecord // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // class FName SpawnerName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FNoceCharacterRecord ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FNoceCharacterRecord UNoceAISystem::GetSpecifyRecord(class FName SpawnerName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISystem", "GetSpecifyRecord"); Params::NoceAISystem_GetSpecifyRecord Parms{}; Parms.SpawnerName = SpawnerName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAISystem.GetTerritoriesByGroup // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // class FName GroupName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNoceAISystem::GetTerritoriesByGroup(class FName GroupName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISystem", "GetTerritoriesByGroup"); Params::NoceAISystem_GetTerritoriesByGroup Parms{}; Parms.GroupName = GroupName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAISystem.IsAlreadyDeadOnRecord // (Final, Native, Public, BlueprintCallable) // Parameters: // const class ANoceAISpawner* Spawner (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceAISystem::IsAlreadyDeadOnRecord(const class ANoceAISpawner* Spawner) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISystem", "IsAlreadyDeadOnRecord"); Params::NoceAISystem_IsAlreadyDeadOnRecord Parms{}; Parms.Spawner = Spawner; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAISystem.IsAnySpawnerWaiting // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceAISystem::IsAnySpawnerWaiting() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISystem", "IsAnySpawnerWaiting"); Params::NoceAISystem_IsAnySpawnerWaiting Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAISystem.IsInheritedAIRecordDead // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // class FName InheritedTag (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceAISystem::IsInheritedAIRecordDead(class FName InheritedTag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISystem", "IsInheritedAIRecordDead"); Params::NoceAISystem_IsInheritedAIRecordDead Parms{}; Parms.InheritedTag = InheritedTag; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAISystem.IsInheritedRecordExist // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // class FName InheritedTag (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceAISystem::IsInheritedRecordExist(class FName InheritedTag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISystem", "IsInheritedRecordExist"); Params::NoceAISystem_IsInheritedRecordExist Parms{}; Parms.InheritedTag = InheritedTag; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAISystem.IsTerritoryExist // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // class FName GroupName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceAISystem::IsTerritoryExist(class FName GroupName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISystem", "IsTerritoryExist"); Params::NoceAISystem_IsTerritoryExist Parms{}; Parms.GroupName = GroupName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAISystem.KillAllEnemy // (Final, Native, Public, BlueprintCallable) void UNoceAISystem::KillAllEnemy() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISystem", "KillAllEnemy"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAISystem.KillSpawnerEnemy // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FName AreaName (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAISystem::KillSpawnerEnemy(const class FName AreaName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISystem", "KillSpawnerEnemy"); Params::NoceAISystem_KillSpawnerEnemy Parms{}; Parms.AreaName = AreaName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAISystem.OnEnemyDead // (Final, Native, Public, BlueprintCallable) // Parameters: // class AActor* InEnemy (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAISystem::OnEnemyDead(class AActor* InEnemy) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISystem", "OnEnemyDead"); Params::NoceAISystem_OnEnemyDead Parms{}; Parms.InEnemy = InEnemy; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAISystem.OnEnemyFakeDead // (Final, Native, Public, BlueprintCallable) // Parameters: // class AActor* InEnemy (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAISystem::OnEnemyFakeDead(class AActor* InEnemy) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISystem", "OnEnemyFakeDead"); Params::NoceAISystem_OnEnemyFakeDead Parms{}; Parms.InEnemy = InEnemy; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAISystem.ProcessEndCutscene // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName IgnoreTag (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool UnlockNavigation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAISystem::ProcessEndCutscene(class FName IgnoreTag, bool UnlockNavigation) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISystem", "ProcessEndCutscene"); Params::NoceAISystem_ProcessEndCutscene Parms{}; Parms.IgnoreTag = IgnoreTag; Parms.UnlockNavigation = UnlockNavigation; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAISystem.ProcessEnterCutscene // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName IgnoreTag (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool InHideEnemy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool InHideNPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool LockNavigation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAISystem::ProcessEnterCutscene(class FName IgnoreTag, bool InHideEnemy, bool InHideNPC, bool LockNavigation) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISystem", "ProcessEnterCutscene"); Params::NoceAISystem_ProcessEnterCutscene Parms{}; Parms.IgnoreTag = IgnoreTag; Parms.InHideEnemy = InHideEnemy; Parms.InHideNPC = InHideNPC; Parms.LockNavigation = LockNavigation; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAISystem.RebuildNavigation // (Final, Native, Public, BlueprintCallable) void UNoceAISystem::RebuildNavigation() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISystem", "RebuildNavigation"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAISystem.RegisterEnemyActor // (Final, Native, Public, BlueprintCallable) // Parameters: // class AActor* InEnemy (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAISystem::RegisterEnemyActor(class AActor* InEnemy) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISystem", "RegisterEnemyActor"); Params::NoceAISystem_RegisterEnemyActor Parms{}; Parms.InEnemy = InEnemy; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAISystem.RegisterEnemyController // (Final, Native, Public, BlueprintCallable) // Parameters: // class ANoceAIController* pController (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAISystem::RegisterEnemyController(class ANoceAIController* pController) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISystem", "RegisterEnemyController"); Params::NoceAISystem_RegisterEnemyController Parms{}; Parms.pController = pController; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAISystem.RegisterSpawner // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName Group (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class ANoceAISpawner* pSpawner (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAISystem::RegisterSpawner(class FName Group, class ANoceAISpawner* pSpawner) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISystem", "RegisterSpawner"); Params::NoceAISystem_RegisterSpawner Parms{}; Parms.Group = Group; Parms.pSpawner = pSpawner; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAISystem.RegisterTerritory // (Final, Native, Public) // Parameters: // class ANoceTerritoryVolume* Volume (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAISystem::RegisterTerritory(class ANoceTerritoryVolume* Volume) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISystem", "RegisterTerritory"); Params::NoceAISystem_RegisterTerritory Parms{}; Parms.Volume = Volume; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAISystem.RemoveNavigationBuildLock // (Final, Native, Public, BlueprintCallable) // Parameters: // uint8 Flags_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAISystem::RemoveNavigationBuildLock(uint8 Flags_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISystem", "RemoveNavigationBuildLock"); Params::NoceAISystem_RemoveNavigationBuildLock Parms{}; Parms.Flags_0 = Flags_0; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAISystem.SetSightRatio // (Final, Native, Public, BlueprintCallable) // Parameters: // float InNewSightRatio (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAISystem::SetSightRatio(float InNewSightRatio) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISystem", "SetSightRatio"); Params::NoceAISystem_SetSightRatio Parms{}; Parms.InNewSightRatio = InNewSightRatio; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAISystem.SetSightRatioToController // (Final, Native, Public, BlueprintCallable) // Parameters: // class AAIController* InController (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InCurrentSightRatio (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InNewSightRatio (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAISystem::SetSightRatioToController(class AAIController* InController, float InCurrentSightRatio, float InNewSightRatio) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISystem", "SetSightRatioToController"); Params::NoceAISystem_SetSightRatioToController Parms{}; Parms.InController = InController; Parms.InCurrentSightRatio = InCurrentSightRatio; Parms.InNewSightRatio = InNewSightRatio; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAISystem.SetSightRatioToSpawnedControllers // (Final, Native, Public, BlueprintCallable) // Parameters: // float InNewSightRatio (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAISystem::SetSightRatioToSpawnedControllers(float InNewSightRatio) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISystem", "SetSightRatioToSpawnedControllers"); Params::NoceAISystem_SetSightRatioToSpawnedControllers Parms{}; Parms.InNewSightRatio = InNewSightRatio; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAISystem.SpawnEnemies // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName Group (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 Num (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAISystem::SpawnEnemies(class FName Group, int32 Num) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISystem", "SpawnEnemies"); Params::NoceAISystem_SpawnEnemies Parms{}; Parms.Group = Group; Parms.Num = Num; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAISystem.UnregisterEnemyActor // (Final, Native, Public, BlueprintCallable) // Parameters: // class AActor* InEnemy (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAISystem::UnregisterEnemyActor(class AActor* InEnemy) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISystem", "UnregisterEnemyActor"); Params::NoceAISystem_UnregisterEnemyActor Parms{}; Parms.InEnemy = InEnemy; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAISystem.UnregisterEnemyController // (Final, Native, Public, BlueprintCallable) // Parameters: // class ANoceAIController* pController (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAISystem::UnregisterEnemyController(class ANoceAIController* pController) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISystem", "UnregisterEnemyController"); Params::NoceAISystem_UnregisterEnemyController Parms{}; Parms.pController = pController; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAISystem.UnregisterSpawner // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName Group (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class ANoceAISpawner* pSpawner (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAISystem::UnregisterSpawner(class FName Group, class ANoceAISpawner* pSpawner) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISystem", "UnregisterSpawner"); Params::NoceAISystem_UnregisterSpawner Parms{}; Parms.Group = Group; Parms.pSpawner = pSpawner; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAISystem.UnRegisterTerritory // (Final, Native, Public) // Parameters: // class ANoceTerritoryVolume* Volume (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAISystem::UnRegisterTerritory(class ANoceTerritoryVolume* Volume) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAISystem", "UnRegisterTerritory"); Params::NoceAISystem_UnRegisterTerritory Parms{}; Parms.Volume = Volume; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAnalyticsInstance.ContinueGame // (Final, Native, Public, BlueprintCallable) void UNoceAnalyticsInstance::ContinueGame() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnalyticsInstance", "ContinueGame"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAnalyticsInstance.Deinitialize_BP // (Event, Protected, BlueprintEvent) void UNoceAnalyticsInstance::Deinitialize_BP() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnalyticsInstance", "Deinitialize_BP"); UObject::ProcessEvent(Func, nullptr); } // Function GameNoce.NoceAnalyticsInstance.EndBattle // (Final, Native, Protected, BlueprintCallable) void UNoceAnalyticsInstance::EndBattle() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnalyticsInstance", "EndBattle"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAnalyticsInstance.EndSession // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceAnalyticsInstance::EndSession() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnalyticsInstance", "EndSession"); Params::NoceAnalyticsInstance_EndSession Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAnalyticsInstance.EndSession_BP // (Event, Protected, BlueprintEvent) void UNoceAnalyticsInstance::EndSession_BP() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnalyticsInstance", "EndSession_BP"); UObject::ProcessEvent(Func, nullptr); } // Function GameNoce.NoceAnalyticsInstance.GetAnalyticsState // (Final, Native, Public, BlueprintCallable) // Parameters: // class FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) class FString UNoceAnalyticsInstance::GetAnalyticsState() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnalyticsInstance", "GetAnalyticsState"); Params::NoceAnalyticsInstance_GetAnalyticsState Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAnalyticsInstance.GetNocePlayerCharacter_Internal // (Final, Native, Protected, BlueprintCallable, BlueprintPure) // Parameters: // class ANocePlayerCharacter* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class ANocePlayerCharacter* UNoceAnalyticsInstance::GetNocePlayerCharacter_Internal() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnalyticsInstance", "GetNocePlayerCharacter_Internal"); Params::NoceAnalyticsInstance_GetNocePlayerCharacter_Internal Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAnalyticsInstance.Initialize_BP // (Event, Protected, BlueprintEvent) void UNoceAnalyticsInstance::Initialize_BP() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnalyticsInstance", "Initialize_BP"); UObject::ProcessEvent(Func, nullptr); } // Function GameNoce.NoceAnalyticsInstance.ManuallyEndSession // (Final, Native, Public, BlueprintCallable) void UNoceAnalyticsInstance::ManuallyEndSession() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnalyticsInstance", "ManuallyEndSession"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAnalyticsInstance.OnAddConsumableItem // (Final, Native, Protected) // Parameters: // class FName InItemName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 InQuantity (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAnalyticsInstance::OnAddConsumableItem(class FName InItemName, int32 InQuantity) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnalyticsInstance", "OnAddConsumableItem"); Params::NoceAnalyticsInstance_OnAddConsumableItem Parms{}; Parms.InItemName = InItemName; Parms.InQuantity = InQuantity; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAnalyticsInstance.OnAddItem // (Final, Native, Protected) // Parameters: // ENoceInventoryType InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName InItemName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAnalyticsInstance::OnAddItem(ENoceInventoryType InType, class FName InItemName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnalyticsInstance", "OnAddItem"); Params::NoceAnalyticsInstance_OnAddItem Parms{}; Parms.InType = InType; Parms.InItemName = InItemName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAnalyticsInstance.OnAddNewWeapon // (Final, Native, Protected) // Parameters: // class FName InWeaponID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAnalyticsInstance::OnAddNewWeapon(class FName InWeaponID) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnalyticsInstance", "OnAddNewWeapon"); Params::NoceAnalyticsInstance_OnAddNewWeapon Parms{}; Parms.InWeaponID = InWeaponID; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAnalyticsInstance.OnEnemyDead // (Final, Native, Protected) // Parameters: // class AActor* InEnemyActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAnalyticsInstance::OnEnemyDead(class AActor* InEnemyActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnalyticsInstance", "OnEnemyDead"); Params::NoceAnalyticsInstance_OnEnemyDead Parms{}; Parms.InEnemyActor = InEnemyActor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAnalyticsInstance.OnEnemyFakeDead // (Final, Native, Protected) // Parameters: // class AActor* InEnemyActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAnalyticsInstance::OnEnemyFakeDead(class AActor* InEnemyActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnalyticsInstance", "OnEnemyFakeDead"); Params::NoceAnalyticsInstance_OnEnemyFakeDead Parms{}; Parms.InEnemyActor = InEnemyActor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAnalyticsInstance.OnFaithChanged // (Final, Native, Protected) // Parameters: // float InDelta (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAnalyticsInstance::OnFaithChanged(float InDelta) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnalyticsInstance", "OnFaithChanged"); Params::NoceAnalyticsInstance_OnFaithChanged Parms{}; Parms.InDelta = InDelta; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAnalyticsInstance.OnLoadGameSlot // (Final, Native, Protected) void UNoceAnalyticsInstance::OnLoadGameSlot() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnalyticsInstance", "OnLoadGameSlot"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAnalyticsInstance.OnPlayerDie // (Final, Native, Protected) void UNoceAnalyticsInstance::OnPlayerDie() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnalyticsInstance", "OnPlayerDie"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAnalyticsInstance.OnPlayerTakeDamage // (Final, Native, Protected) // Parameters: // class AActor* InAttacker (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName InComboName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InHealthDamage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAnalyticsInstance::OnPlayerTakeDamage(class AActor* InAttacker, class FName InComboName, float InHealthDamage) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnalyticsInstance", "OnPlayerTakeDamage"); Params::NoceAnalyticsInstance_OnPlayerTakeDamage Parms{}; Parms.InAttacker = InAttacker; Parms.InComboName = InComboName; Parms.InHealthDamage = InHealthDamage; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAnalyticsInstance.OnProgressChanged // (Final, Native, Protected) // Parameters: // const struct FGameplayTag& InTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAnalyticsInstance::OnProgressChanged(const struct FGameplayTag& InTag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnalyticsInstance", "OnProgressChanged"); Params::NoceAnalyticsInstance_OnProgressChanged Parms{}; Parms.InTag = std::move(InTag); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAnalyticsInstance.OnProgressInitialized // (Final, Native, Protected) // Parameters: // const struct FGameplayTag& InTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAnalyticsInstance::OnProgressInitialized(const struct FGameplayTag& InTag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnalyticsInstance", "OnProgressInitialized"); Params::NoceAnalyticsInstance_OnProgressInitialized Parms{}; Parms.InTag = std::move(InTag); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAnalyticsInstance.OnSanityChanged // (Final, Native, Protected) // Parameters: // float InDelta (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAnalyticsInstance::OnSanityChanged(float InDelta) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnalyticsInstance", "OnSanityChanged"); Params::NoceAnalyticsInstance_OnSanityChanged Parms{}; Parms.InDelta = InDelta; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAnalyticsInstance.OnSaveGameSlot // (Final, Native, Protected) // Parameters: // bool InIsAutoSave (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAnalyticsInstance::OnSaveGameSlot(bool InIsAutoSave) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnalyticsInstance", "OnSaveGameSlot"); Params::NoceAnalyticsInstance_OnSaveGameSlot Parms{}; Parms.InIsAutoSave = InIsAutoSave; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAnalyticsInstance.OnUseConsumableItem // (Final, Native, Protected) // Parameters: // class FName InItemName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAnalyticsInstance::OnUseConsumableItem(class FName InItemName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnalyticsInstance", "OnUseConsumableItem"); Params::NoceAnalyticsInstance_OnUseConsumableItem Parms{}; Parms.InItemName = InItemName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAnalyticsInstance.OnWeaponDurabilityChanged // (Final, Native, Protected) // Parameters: // class FName InWeaponName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InDelta (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAnalyticsInstance::OnWeaponDurabilityChanged(class FName InWeaponName, float InDelta) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnalyticsInstance", "OnWeaponDurabilityChanged"); Params::NoceAnalyticsInstance_OnWeaponDurabilityChanged Parms{}; Parms.InWeaponName = InWeaponName; Parms.InDelta = InDelta; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAnalyticsInstance.RegisterSystems_BP // (Event, Protected, BlueprintEvent) // Parameters: // class ANoceGameState* InNoceGameState (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class ANocePlayerState* InNocePlayerState (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAnalyticsInstance::RegisterSystems_BP(class ANoceGameState* InNoceGameState, class ANocePlayerState* InNocePlayerState) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnalyticsInstance", "RegisterSystems_BP"); Params::NoceAnalyticsInstance_RegisterSystems_BP Parms{}; Parms.InNoceGameState = InNoceGameState; Parms.InNocePlayerState = InNocePlayerState; UObject::ProcessEvent(Func, &Parms); } // Function GameNoce.NoceAnalyticsInstance.ResetRecords // (Final, Native, Public, BlueprintCallable) void UNoceAnalyticsInstance::ResetRecords() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnalyticsInstance", "ResetRecords"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAnalyticsInstance.StartBattle // (Final, Native, Protected, BlueprintCallable) void UNoceAnalyticsInstance::StartBattle() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnalyticsInstance", "StartBattle"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAnalyticsInstance.StartSession // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceAnalyticsInstance::StartSession() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnalyticsInstance", "StartSession"); Params::NoceAnalyticsInstance_StartSession Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAnalyticsInstance.StartSession_BP // (Event, Protected, BlueprintEvent) void UNoceAnalyticsInstance::StartSession_BP() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnalyticsInstance", "StartSession_BP"); UObject::ProcessEvent(Func, nullptr); } // Function GameNoce.NoceAnalyticsInstance.UnregisterSystems_BP // (Event, Protected, BlueprintEvent) // Parameters: // class ANoceGameState* InNoceGameState (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class ANocePlayerState* InNocePlayerState (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAnalyticsInstance::UnregisterSystems_BP(class ANoceGameState* InNoceGameState, class ANocePlayerState* InNocePlayerState) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnalyticsInstance", "UnregisterSystems_BP"); Params::NoceAnalyticsInstance_UnregisterSystems_BP Parms{}; Parms.InNoceGameState = InNoceGameState; Parms.InNocePlayerState = InNocePlayerState; UObject::ProcessEvent(Func, &Parms); } // Function GameNoce.NoceAnalyticsInstance.WriteRecords // (Final, Native, Public, BlueprintCallable) void UNoceAnalyticsInstance::WriteRecords() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnalyticsInstance", "WriteRecords"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAnalyticsInstance.GetAnalyticsDataByName // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FNoceAnalyticsDataRow ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FNoceAnalyticsDataRow UNoceAnalyticsInstance::GetAnalyticsDataByName(class FName InName) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnalyticsInstance", "GetAnalyticsDataByName"); Params::NoceAnalyticsInstance_GetAnalyticsDataByName Parms{}; Parms.InName = InName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAnalyticsInstance.GetAnalyticsDataRowNames // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNoceAnalyticsInstance::GetAnalyticsDataRowNames() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnalyticsInstance", "GetAnalyticsDataRowNames"); Params::NoceAnalyticsInstance_GetAnalyticsDataRowNames Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSimpleList.ClearSelectionWithoutAnimation // (Final, Native, Public, BlueprintCallable) void UNoceSimpleList::ClearSelectionWithoutAnimation() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSimpleList", "ClearSelectionWithoutAnimation"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSimpleList.Confirm // (Final, Native, Public, BlueprintCallable) void UNoceSimpleList::Confirm() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSimpleList", "Confirm"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSimpleList.ForceSelectAgain // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSimpleList::ForceSelectAgain(int32 Index_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSimpleList", "ForceSelectAgain"); Params::NoceSimpleList_ForceSelectAgain Parms{}; Parms.Index_0 = Index_0; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSimpleList.GetSelectingIndex // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UNoceSimpleList::GetSelectingIndex() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSimpleList", "GetSelectingIndex"); Params::NoceSimpleList_GetSelectingIndex Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSimpleList.GetSelectingSlot // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // class UUserWidget* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UUserWidget* UNoceSimpleList::GetSelectingSlot() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSimpleList", "GetSelectingSlot"); Params::NoceSimpleList_GetSelectingSlot Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSimpleList.GetSlotsLength // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UNoceSimpleList::GetSlotsLength() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSimpleList", "GetSlotsLength"); Params::NoceSimpleList_GetSlotsLength Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSimpleList.GetSubMenuPos // (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable) // Parameters: // class UUserWidget* Menu (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGeometry& Container (Parm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // const struct FVector2D& RelativePos (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FGeometry* Geometry (Parm, OutParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // struct FVector2D* LocalPos (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSimpleList::GetSubMenuPos(class UUserWidget* Menu, const struct FGeometry& Container, const struct FVector2D& RelativePos, struct FGeometry* Geometry, struct FVector2D* LocalPos) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSimpleList", "GetSubMenuPos"); Params::NoceSimpleList_GetSubMenuPos Parms{}; Parms.Menu = Menu; Parms.Container = std::move(Container); Parms.RelativePos = std::move(RelativePos); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Geometry != nullptr) *Geometry = std::move(Parms.Geometry); if (LocalPos != nullptr) *LocalPos = std::move(Parms.LocalPos); } // Function GameNoce.NoceSimpleList.Initialize // (Final, Native, Public, BlueprintCallable) // Parameters: // const TArray& InSlots (Parm, ZeroConstructor, ContainsInstancedReference, NativeAccessSpecifierPublic) void UNoceSimpleList::Initialize(const TArray& InSlots) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSimpleList", "Initialize"); Params::NoceSimpleList_Initialize Parms{}; Parms.InSlots = std::move(InSlots); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSimpleList.PlaySound // (Final, Native, Public, BlueprintCallable) // Parameters: // const struct FNeoAudioTriggerIdHandle& TriggerId (Parm, NoDestructor, NativeAccessSpecifierPublic) void UNoceSimpleList::PlaySound(const struct FNeoAudioTriggerIdHandle& TriggerId) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSimpleList", "PlaySound"); Params::NoceSimpleList_PlaySound Parms{}; Parms.TriggerId = std::move(TriggerId); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSimpleList.Reset // (Final, Native, Public, BlueprintCallable) void UNoceSimpleList::Reset() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSimpleList", "Reset"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSimpleList.ResetAll // (Final, Native, Public, BlueprintCallable) void UNoceSimpleList::ResetAll() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSimpleList", "ResetAll"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSimpleList.SelectIndex // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool* Success (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSimpleList::SelectIndex(int32 Index_0, bool* Success) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSimpleList", "SelectIndex"); Params::NoceSimpleList_SelectIndex Parms{}; Parms.Index_0 = Index_0; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Success != nullptr) *Success = Parms.Success; } // Function GameNoce.NoceSimpleList.SelectNext // (Final, Native, Public, BlueprintCallable) void UNoceSimpleList::SelectNext() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSimpleList", "SelectNext"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSimpleList.SelectPrevious // (Final, Native, Public, BlueprintCallable) void UNoceSimpleList::SelectPrevious() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSimpleList", "SelectPrevious"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSimpleList.SelectSlot // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // class UUserWidget* Widget (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool* Success (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSimpleList::SelectSlot(class UUserWidget* Widget, bool* Success) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSimpleList", "SelectSlot"); Params::NoceSimpleList_SelectSlot Parms{}; Parms.Widget = Widget; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Success != nullptr) *Success = Parms.Success; } // Function GameNoce.NoceSimpleList.SetSound // (Final, Native, Public, BlueprintCallable) // Parameters: // const struct FNeoAudioTriggerIdHandle& InPreviousSound (Parm, NoDestructor, NativeAccessSpecifierPublic) // const struct FNeoAudioTriggerIdHandle& InNextSound (Parm, NoDestructor, NativeAccessSpecifierPublic) // const struct FNeoAudioTriggerIdHandle& InMouseHoverSound (Parm, NoDestructor, NativeAccessSpecifierPublic) void UNoceSimpleList::SetSound(const struct FNeoAudioTriggerIdHandle& InPreviousSound, const struct FNeoAudioTriggerIdHandle& InNextSound, const struct FNeoAudioTriggerIdHandle& InMouseHoverSound) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSimpleList", "SetSound"); Params::NoceSimpleList_SetSound Parms{}; Parms.InPreviousSound = std::move(InPreviousSound); Parms.InNextSound = std::move(InNextSound); Parms.InMouseHoverSound = std::move(InMouseHoverSound); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSimpleList.UpdateInput // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const struct FInputEvent& InputEvent (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // const struct FKey& Key (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool* IsTriggered (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSimpleList::UpdateInput(const struct FInputEvent& InputEvent, const struct FKey& Key, bool* IsTriggered) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSimpleList", "UpdateInput"); Params::NoceSimpleList_UpdateInput Parms{}; Parms.InputEvent = std::move(InputEvent); Parms.Key = std::move(Key); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (IsTriggered != nullptr) *IsTriggered = Parms.IsTriggered; } // Function GameNoce.NoceSimpleGrid.SetAnalogValue // (Final, Native, Public, BlueprintCallable) // Parameters: // const struct FKey& Key (ConstParm, Parm, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSimpleGrid::SetAnalogValue(const struct FKey& Key, float Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSimpleGrid", "SetAnalogValue"); Params::NoceSimpleGrid_SetAnalogValue Parms{}; Parms.Key = std::move(Key); Parms.Value = Value; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSimpleGrid.SetupKeys // (Final, Native, Public, BlueprintCallable) void UNoceSimpleGrid::SetupKeys() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSimpleGrid", "SetupKeys"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAnalyticsBaseRecord.DeepCopyFromSource // (Native, Public, BlueprintCallable) // Parameters: // const class UNoceAnalyticsBaseRecord* InSource (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAnalyticsBaseRecord::DeepCopyFromSource(const class UNoceAnalyticsBaseRecord* InSource) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnalyticsBaseRecord", "DeepCopyFromSource"); Params::NoceAnalyticsBaseRecord_DeepCopyFromSource Parms{}; Parms.InSource = InSource; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAnalyticsBaseRecord.ResetRecord // (Native, Public, BlueprintCallable) void UNoceAnalyticsBaseRecord::ResetRecord() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnalyticsBaseRecord", "ResetRecord"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAnalyticsBaseRecord.WriteRecord // (Native, Public, BlueprintCallable) void UNoceAnalyticsBaseRecord::WriteRecord() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnalyticsBaseRecord", "WriteRecord"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAnimCancelComponent.CanAnimCanel // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // ENoceAnimCancel InAnimCanel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceAnimCancelComponent::CanAnimCanel(ENoceAnimCancel InAnimCanel) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimCancelComponent", "CanAnimCanel"); Params::NoceAnimCancelComponent_CanAnimCanel Parms{}; Parms.InAnimCanel = InAnimCanel; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAnimCancelComponent.ClearAllAnimCancels // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName InExcludeStateMachineName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName InExcludeStateName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAnimCancelComponent::ClearAllAnimCancels(class FName InExcludeStateMachineName, class FName InExcludeStateName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimCancelComponent", "ClearAllAnimCancels"); Params::NoceAnimCancelComponent_ClearAllAnimCancels Parms{}; Parms.InExcludeStateMachineName = InExcludeStateMachineName; Parms.InExcludeStateName = InExcludeStateName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAnimCancelComponent.HandleOnPossessed // (Final, Native, Protected) // Parameters: // bool InPossessed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAnimCancelComponent::HandleOnPossessed(bool InPossessed) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimCancelComponent", "HandleOnPossessed"); Params::NoceAnimCancelComponent_HandleOnPossessed Parms{}; Parms.InPossessed = InPossessed; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceDebugDrawComponent.AddText // (Final, Native, Public, HasDefaults, BlueprintCallable) // Parameters: // const class FString& InStr (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FColor& InColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceDebugDrawComponent::AddText(const class FString& InStr, const struct FColor& InColor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceDebugDrawComponent", "AddText"); Params::NoceDebugDrawComponent_AddText Parms{}; Parms.InStr = std::move(InStr); Parms.InColor = std::move(InColor); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceDebugDrawComponent.ClearPendingText // (Final, Native, Public, BlueprintCallable) void UNoceDebugDrawComponent::ClearPendingText() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceDebugDrawComponent", "ClearPendingText"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceDebugDrawComponent.DrawBox // (Final, Native, Public, HasDefaults, BlueprintCallable) // Parameters: // const struct FVector2D& Pos (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector2D& Extent (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FColor& LineColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float Thickness (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceDebugDrawComponent::DrawBox(const struct FVector2D& Pos, const struct FVector2D& Extent, const struct FColor& LineColor, float Thickness) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceDebugDrawComponent", "DrawBox"); Params::NoceDebugDrawComponent_DrawBox Parms{}; Parms.Pos = std::move(Pos); Parms.Extent = std::move(Extent); Parms.LineColor = std::move(LineColor); Parms.Thickness = Thickness; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceDebugDrawComponent.DrawLine // (Final, Native, Public, HasDefaults, BlueprintCallable) // Parameters: // const struct FVector2D& Start (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector2D& End (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FColor& LineColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float Thickness (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceDebugDrawComponent::DrawLine(const struct FVector2D& Start, const struct FVector2D& End, const struct FColor& LineColor, float Thickness) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceDebugDrawComponent", "DrawLine"); Params::NoceDebugDrawComponent_DrawLine Parms{}; Parms.Start = std::move(Start); Parms.End = std::move(End); Parms.LineColor = std::move(LineColor); Parms.Thickness = Thickness; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCutsceneWidget.Pause // (Native, Event, Public, BlueprintCallable, BlueprintEvent) void UNoceCutsceneWidget::Pause() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCutsceneWidget", "Pause"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCutsceneWidget.Resume // (Native, Event, Public, BlueprintCallable, BlueprintEvent) void UNoceCutsceneWidget::Resume() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCutsceneWidget", "Resume"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCutsceneWidget.SetCanSkip // (Native, Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // bool InCanSkip (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCutsceneWidget::SetCanSkip(bool InCanSkip, bool* NoUse) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCutsceneWidget", "SetCanSkip"); Params::NoceCutsceneWidget_SetCanSkip Parms{}; Parms.InCanSkip = InCanSkip; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (NoUse != nullptr) *NoUse = Parms.NoUse; } // Function GameNoce.NoceCutsceneWidget.SetHasCamera // (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // bool InHasCamera (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCutsceneWidget::SetHasCamera(bool InHasCamera, bool* NoUse) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCutsceneWidget", "SetHasCamera"); Params::NoceCutsceneWidget_SetHasCamera Parms{}; Parms.InHasCamera = InHasCamera; UObject::ProcessEvent(Func, &Parms); if (NoUse != nullptr) *NoUse = Parms.NoUse; } // Function GameNoce.NoceCutsceneWidget.SetSequenceActor // (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // class ALevelSequenceActor* InActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCutsceneWidget::SetSequenceActor(class ALevelSequenceActor* InActor, bool* NoUse) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCutsceneWidget", "SetSequenceActor"); Params::NoceCutsceneWidget_SetSequenceActor Parms{}; Parms.InActor = InActor; UObject::ProcessEvent(Func, &Parms); if (NoUse != nullptr) *NoUse = Parms.NoUse; } // Function GameNoce.NoceCreditWidget.AddDeltaTime // (Event, Protected, BlueprintEvent) // Parameters: // float InDeltaTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceCreditWidget::AddDeltaTime(float InDeltaTime) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCreditWidget", "AddDeltaTime"); Params::NoceCreditWidget_AddDeltaTime Parms{}; Parms.InDeltaTime = InDeltaTime; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function GameNoce.NoceCreditWidget.GetUpdateSpeed // (Final, Native, Protected, BlueprintCallable, BlueprintPure) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNoceCreditWidget::GetUpdateSpeed() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCreditWidget", "GetUpdateSpeed"); Params::NoceCreditWidget_GetUpdateSpeed Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceCreditWidget.OnSpeedUpdated // (Event, Protected, BlueprintEvent) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceCreditWidget::OnSpeedUpdated() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCreditWidget", "OnSpeedUpdated"); Params::NoceCreditWidget_OnSpeedUpdated Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function GameNoce.NoceCreditWidget.OnWindowFocusChanged // (Final, Native, Protected) // Parameters: // bool IsActive (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCreditWidget::OnWindowFocusChanged(bool IsActive) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCreditWidget", "OnWindowFocusChanged"); Params::NoceCreditWidget_OnWindowFocusChanged Parms{}; Parms.IsActive = IsActive; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCreditWidget.SetCreditDataTables // (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // const class FName InName (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCreditWidget::SetCreditDataTables(const class FName InName, bool* NoUse) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCreditWidget", "SetCreditDataTables"); Params::NoceCreditWidget_SetCreditDataTables Parms{}; Parms.InName = InName; UObject::ProcessEvent(Func, &Parms); if (NoUse != nullptr) *NoUse = Parms.NoUse; } // Function GameNoce.NoceAnimInstance.AfterSetDefaultSlotBlending // (Event, Protected, BlueprintEvent) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAnimInstance::AfterSetDefaultSlotBlending(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimInstance", "AfterSetDefaultSlotBlending"); Params::NoceAnimInstance_AfterSetDefaultSlotBlending Parms{}; Parms.InValue = InValue; UObject::ProcessEvent(Func, &Parms); } // Function GameNoce.NoceAnimInstance.CheckIKWhenSeqStop // (Native, Public, BlueprintCallable) void UNoceAnimInstance::CheckIKWhenSeqStop() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimInstance", "CheckIKWhenSeqStop"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAnimInstance.GetCanEnterLink // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceAnimInstance::GetCanEnterLink() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimInstance", "GetCanEnterLink"); Params::NoceAnimInstance_GetCanEnterLink Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAnimInstance.GetRolePatternIndex // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UNoceAnimInstance::GetRolePatternIndex() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimInstance", "GetRolePatternIndex"); Params::NoceAnimInstance_GetRolePatternIndex Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAnimInstance.ReplaceSetScarfRigidBodyAlpha // (Native, Event, Public, BlueprintEvent) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAnimInstance::ReplaceSetScarfRigidBodyAlpha(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimInstance", "ReplaceSetScarfRigidBodyAlpha"); Params::NoceAnimInstance_ReplaceSetScarfRigidBodyAlpha Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAnimInstance.ReplaceSetShawlKawaiiAlpha // (Native, Event, Public, BlueprintEvent) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAnimInstance::ReplaceSetShawlKawaiiAlpha(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimInstance", "ReplaceSetShawlKawaiiAlpha"); Params::NoceAnimInstance_ReplaceSetShawlKawaiiAlpha Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAnimInstance.ReplaceSetShiroFurAlpha // (Native, Event, Public, BlueprintEvent) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAnimInstance::ReplaceSetShiroFurAlpha(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimInstance", "ReplaceSetShiroFurAlpha"); Params::NoceAnimInstance_ReplaceSetShiroFurAlpha Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAnimInstance.ReplaceSetSkirtRigidBodyAlpha // (Native, Event, Public, BlueprintEvent) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAnimInstance::ReplaceSetSkirtRigidBodyAlpha(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimInstance", "ReplaceSetSkirtRigidBodyAlpha"); Params::NoceAnimInstance_ReplaceSetSkirtRigidBodyAlpha Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAnimInstance.ResetRoleStartTime // (Final, Native, Public, BlueprintCallable) void UNoceAnimInstance::ResetRoleStartTime() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimInstance", "ResetRoleStartTime"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAnimInstance.SetbIsDefaultSlotFixActive // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAnimInstance::SetbIsDefaultSlotFixActive(bool InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimInstance", "SetbIsDefaultSlotFixActive"); Params::NoceAnimInstance_SetbIsDefaultSlotFixActive Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAnimInstance.SetBodyMidPhysAlpha // (Final, Native, Public, BlueprintCallable) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAnimInstance::SetBodyMidPhysAlpha(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimInstance", "SetBodyMidPhysAlpha"); Params::NoceAnimInstance_SetBodyMidPhysAlpha Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAnimInstance.SetCanEnterLinkState // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 InBankID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 InMotionID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAnimInstance::SetCanEnterLinkState(int32 InBankID, int32 InMotionID) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimInstance", "SetCanEnterLinkState"); Params::NoceAnimInstance_SetCanEnterLinkState Parms{}; Parms.InBankID = InBankID; Parms.InMotionID = InMotionID; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAnimInstance.SetCharTopPhysAlpha // (Final, Native, Public, BlueprintCallable) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAnimInstance::SetCharTopPhysAlpha(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimInstance", "SetCharTopPhysAlpha"); Params::NoceAnimInstance_SetCharTopPhysAlpha Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAnimInstance.SetDefaultSlotBlending // (Final, Native, Public, BlueprintCallable) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAnimInstance::SetDefaultSlotBlending(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimInstance", "SetDefaultSlotBlending"); Params::NoceAnimInstance_SetDefaultSlotBlending Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAnimInstance.SetDefaultSlotFixBlending // (Final, Native, Public, BlueprintCallable) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAnimInstance::SetDefaultSlotFixBlending(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimInstance", "SetDefaultSlotFixBlending"); Params::NoceAnimInstance_SetDefaultSlotFixBlending Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAnimInstance.SetFootIKInterpScale // (Final, Native, Public, BlueprintCallable) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAnimInstance::SetFootIKInterpScale(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimInstance", "SetFootIKInterpScale"); Params::NoceAnimInstance_SetFootIKInterpScale Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAnimInstance.SetForceLeaveLinkState // (Final, Native, Public, BlueprintCallable) void UNoceAnimInstance::SetForceLeaveLinkState() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimInstance", "SetForceLeaveLinkState"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAnimInstance.SetHairKawaiiAlpha // (Final, Native, Public, BlueprintCallable) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAnimInstance::SetHairKawaiiAlpha(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimInstance", "SetHairKawaiiAlpha"); Params::NoceAnimInstance_SetHairKawaiiAlpha Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAnimInstance.SetHairMidPhysAlpha // (Final, Native, Public, BlueprintCallable) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAnimInstance::SetHairMidPhysAlpha(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimInstance", "SetHairMidPhysAlpha"); Params::NoceAnimInstance_SetHairMidPhysAlpha Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAnimInstance.SetPhysicsWorldGravity // (Final, Native, Public, HasDefaults, BlueprintCallable) // Parameters: // const struct FVector& InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAnimInstance::SetPhysicsWorldGravity(const struct FVector& InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimInstance", "SetPhysicsWorldGravity"); Params::NoceAnimInstance_SetPhysicsWorldGravity Parms{}; Parms.InValue = std::move(InValue); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAnimInstance.SetRBWorldCollision // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAnimInstance::SetRBWorldCollision(bool InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimInstance", "SetRBWorldCollision"); Params::NoceAnimInstance_SetRBWorldCollision Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAnimInstance.SetRBWorldCollisionChannel // (Final, Native, Public, BlueprintCallable) // Parameters: // ECollisionChannel InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAnimInstance::SetRBWorldCollisionChannel(ECollisionChannel InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimInstance", "SetRBWorldCollisionChannel"); Params::NoceAnimInstance_SetRBWorldCollisionChannel Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAnimInstance.SetRolePatternIndex // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 InIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAnimInstance::SetRolePatternIndex(int32 InIndex) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimInstance", "SetRolePatternIndex"); Params::NoceAnimInstance_SetRolePatternIndex Parms{}; Parms.InIndex = InIndex; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAnimInstance.SetRoleStartTime // (Final, Native, Public, BlueprintCallable) // Parameters: // float InTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAnimInstance::SetRoleStartTime(float InTime) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimInstance", "SetRoleStartTime"); Params::NoceAnimInstance_SetRoleStartTime Parms{}; Parms.InTime = InTime; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAnimInstance.SetScarfRigidBodyAlpha // (Final, Native, Public, BlueprintCallable) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAnimInstance::SetScarfRigidBodyAlpha(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimInstance", "SetScarfRigidBodyAlpha"); Params::NoceAnimInstance_SetScarfRigidBodyAlpha Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAnimInstance.SetShawlKawaiiAlpha // (Final, Native, Public, BlueprintCallable) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAnimInstance::SetShawlKawaiiAlpha(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimInstance", "SetShawlKawaiiAlpha"); Params::NoceAnimInstance_SetShawlKawaiiAlpha Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAnimInstance.SetShouldDoIKTrace // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAnimInstance::SetShouldDoIKTrace(bool InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimInstance", "SetShouldDoIKTrace"); Params::NoceAnimInstance_SetShouldDoIKTrace Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAnimInstance.SetSkirtRigidBodyAlpha // (Final, Native, Public, BlueprintCallable) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAnimInstance::SetSkirtRigidBodyAlpha(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimInstance", "SetSkirtRigidBodyAlpha"); Params::NoceAnimInstance_SetSkirtRigidBodyAlpha Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAnimInstance.SetTransferBoneVelocities // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAnimInstance::SetTransferBoneVelocities(bool InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimInstance", "SetTransferBoneVelocities"); Params::NoceAnimInstance_SetTransferBoneVelocities Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAnimInstance.SetWarmUpRBANAlpha // (Final, Native, Public, BlueprintCallable) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAnimInstance::SetWarmUpRBANAlpha(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimInstance", "SetWarmUpRBANAlpha"); Params::NoceAnimInstance_SetWarmUpRBANAlpha Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAnimInstance.ShouldDoIKTraceByHeight // (Native, Event, Public, BlueprintEvent) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceAnimInstance::ShouldDoIKTraceByHeight() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimInstance", "ShouldDoIKTraceByHeight"); Params::NoceAnimInstance_ShouldDoIKTraceByHeight Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAnimInstance.GetbIsDefaultSlotFixActive // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceAnimInstance::GetbIsDefaultSlotFixActive() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimInstance", "GetbIsDefaultSlotFixActive"); Params::NoceAnimInstance_GetbIsDefaultSlotFixActive Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAnimInstance.GetBodyBottomPhysAlpha // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNoceAnimInstance::GetBodyBottomPhysAlpha() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimInstance", "GetBodyBottomPhysAlpha"); Params::NoceAnimInstance_GetBodyBottomPhysAlpha Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAnimInstance.GetBodyMidPhysAlpha // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNoceAnimInstance::GetBodyMidPhysAlpha() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimInstance", "GetBodyMidPhysAlpha"); Params::NoceAnimInstance_GetBodyMidPhysAlpha Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAnimInstance.GetCharTopPhysAlpha // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNoceAnimInstance::GetCharTopPhysAlpha() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimInstance", "GetCharTopPhysAlpha"); Params::NoceAnimInstance_GetCharTopPhysAlpha Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAnimInstance.GetDefaultSlotBlending // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNoceAnimInstance::GetDefaultSlotBlending() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimInstance", "GetDefaultSlotBlending"); Params::NoceAnimInstance_GetDefaultSlotBlending Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAnimInstance.GetDefaultSlotFixBlending // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNoceAnimInstance::GetDefaultSlotFixBlending() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimInstance", "GetDefaultSlotFixBlending"); Params::NoceAnimInstance_GetDefaultSlotFixBlending Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAnimInstance.GetFinalPhysAlpha // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float InParentAlpha (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNoceAnimInstance::GetFinalPhysAlpha(float InParentAlpha, float InValue) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimInstance", "GetFinalPhysAlpha"); Params::NoceAnimInstance_GetFinalPhysAlpha Parms{}; Parms.InParentAlpha = InParentAlpha; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAnimInstance.GetFootIKInterpScale // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNoceAnimInstance::GetFootIKInterpScale() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimInstance", "GetFootIKInterpScale"); Params::NoceAnimInstance_GetFootIKInterpScale Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAnimInstance.GetHairBottomPhysAlpha // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNoceAnimInstance::GetHairBottomPhysAlpha() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimInstance", "GetHairBottomPhysAlpha"); Params::NoceAnimInstance_GetHairBottomPhysAlpha Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAnimInstance.GetHairKawaiiAlpha // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNoceAnimInstance::GetHairKawaiiAlpha() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimInstance", "GetHairKawaiiAlpha"); Params::NoceAnimInstance_GetHairKawaiiAlpha Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAnimInstance.GetHairMidPhysAlpha // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNoceAnimInstance::GetHairMidPhysAlpha() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimInstance", "GetHairMidPhysAlpha"); Params::NoceAnimInstance_GetHairMidPhysAlpha Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAnimInstance.GetPhysAlphaInPendingWarmUp // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ENocePhysType InPhysType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNoceAnimInstance::GetPhysAlphaInPendingWarmUp(float InValue, ENocePhysType InPhysType) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimInstance", "GetPhysAlphaInPendingWarmUp"); Params::NoceAnimInstance_GetPhysAlphaInPendingWarmUp Parms{}; Parms.InValue = InValue; Parms.InPhysType = InPhysType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAnimInstance.GetPhysicsWorldGravity // (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const) // Parameters: // struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) struct FVector UNoceAnimInstance::GetPhysicsWorldGravity() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimInstance", "GetPhysicsWorldGravity"); Params::NoceAnimInstance_GetPhysicsWorldGravity Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAnimInstance.GetRBWorldCollision // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceAnimInstance::GetRBWorldCollision() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimInstance", "GetRBWorldCollision"); Params::NoceAnimInstance_GetRBWorldCollision Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAnimInstance.GetRBWorldCollisionChannel // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // ECollisionChannel ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ECollisionChannel UNoceAnimInstance::GetRBWorldCollisionChannel() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimInstance", "GetRBWorldCollisionChannel"); Params::NoceAnimInstance_GetRBWorldCollisionChannel Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAnimInstance.GetScarfRigidBodyAlpha // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNoceAnimInstance::GetScarfRigidBodyAlpha() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimInstance", "GetScarfRigidBodyAlpha"); Params::NoceAnimInstance_GetScarfRigidBodyAlpha Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAnimInstance.GetShawlKawaiiAlpha // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNoceAnimInstance::GetShawlKawaiiAlpha() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimInstance", "GetShawlKawaiiAlpha"); Params::NoceAnimInstance_GetShawlKawaiiAlpha Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAnimInstance.GetSkirtRigidBodyAlpha // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNoceAnimInstance::GetSkirtRigidBodyAlpha() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimInstance", "GetSkirtRigidBodyAlpha"); Params::NoceAnimInstance_GetSkirtRigidBodyAlpha Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAnimInstance.GetTransferBoneVelocities // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceAnimInstance::GetTransferBoneVelocities() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimInstance", "GetTransferBoneVelocities"); Params::NoceAnimInstance_GetTransferBoneVelocities Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAnimInstance.GetWarmUpRBANAlpha // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNoceAnimInstance::GetWarmUpRBANAlpha() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimInstance", "GetWarmUpRBANAlpha"); Params::NoceAnimInstance_GetWarmUpRBANAlpha Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAnimInstance.InternalGetBottomPhysAlpha // (Final, Native, Protected, BlueprintCallable, BlueprintPure, Const) // Parameters: // const float InMidPhysAlpha (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const float InBottomValue (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const ENocePhysType InPhysType (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const float InGamePlayAlpha (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNoceAnimInstance::InternalGetBottomPhysAlpha(const float InMidPhysAlpha, const float InBottomValue, const ENocePhysType InPhysType, const float InGamePlayAlpha) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimInstance", "InternalGetBottomPhysAlpha"); Params::NoceAnimInstance_InternalGetBottomPhysAlpha Parms{}; Parms.InMidPhysAlpha = InMidPhysAlpha; Parms.InBottomValue = InBottomValue; Parms.InPhysType = InPhysType; Parms.InGamePlayAlpha = InGamePlayAlpha; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAnimInstance.LerpWithDefaultSlotBlendingForSeamlessOut // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const) // Parameters: // float* OutResult (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float A (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float B (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceAnimInstance::LerpWithDefaultSlotBlendingForSeamlessOut(float* OutResult, float A, float B) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimInstance", "LerpWithDefaultSlotBlendingForSeamlessOut"); Params::NoceAnimInstance_LerpWithDefaultSlotBlendingForSeamlessOut Parms{}; Parms.A = A; Parms.B = B; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutResult != nullptr) *OutResult = Parms.OutResult; return Parms.ReturnValue; } // Function GameNoce.NoceAnimInstance.ReplaceGetScarfRigidBodyAlpha // (Native, Event, Public, BlueprintCallable, BlueprintEvent, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNoceAnimInstance::ReplaceGetScarfRigidBodyAlpha() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimInstance", "ReplaceGetScarfRigidBodyAlpha"); Params::NoceAnimInstance_ReplaceGetScarfRigidBodyAlpha Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAnimInstance.ReplaceGetShawlKawaiiAlpha // (Native, Event, Public, BlueprintCallable, BlueprintEvent, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNoceAnimInstance::ReplaceGetShawlKawaiiAlpha() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimInstance", "ReplaceGetShawlKawaiiAlpha"); Params::NoceAnimInstance_ReplaceGetShawlKawaiiAlpha Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAnimInstance.ReplaceGetShiroFurAlpha // (Native, Event, Public, BlueprintCallable, BlueprintEvent, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNoceAnimInstance::ReplaceGetShiroFurAlpha() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimInstance", "ReplaceGetShiroFurAlpha"); Params::NoceAnimInstance_ReplaceGetShiroFurAlpha Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAnimInstance.ReplaceGetSkirtRigidBodyAlpha // (Native, Event, Public, BlueprintCallable, BlueprintEvent, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNoceAnimInstance::ReplaceGetSkirtRigidBodyAlpha() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAnimInstance", "ReplaceGetSkirtRigidBodyAlpha"); Params::NoceAnimInstance_ReplaceGetSkirtRigidBodyAlpha Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAnimInstanceInterface.WarmUp // (Native, Event, Public, BlueprintCallable, BlueprintEvent) // Parameters: // int32 WarmUpFrames (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void INoceAnimInstanceInterface::WarmUp(int32 WarmUpFrames) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("NoceAnimInstanceInterface", "WarmUp"); Params::NoceAnimInstanceInterface_WarmUp Parms{}; Parms.WarmUpFrames = WarmUpFrames; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceANS_ApplyGEOnAttackTraceHit.OnAttackTraceHit // (Final, Native, Protected, HasOutParams, Const) // Parameters: // const TArray&InHitResults (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic) void UNoceANS_ApplyGEOnAttackTraceHit::OnAttackTraceHit(const TArray& InHitResults) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceANS_ApplyGEOnAttackTraceHit", "OnAttackTraceHit"); Params::NoceANS_ApplyGEOnAttackTraceHit_OnAttackTraceHit Parms{}; Parms.InHitResults = std::move(InHitResults); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSystemMessageWidget.ShowText // (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // const struct FNoceSystemMessageData& InData (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSystemMessageWidget::ShowText(const struct FNoceSystemMessageData& InData, bool* NoUse) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemMessageWidget", "ShowText"); Params::NoceSystemMessageWidget_ShowText Parms{}; Parms.InData = std::move(InData); UObject::ProcessEvent(Func, &Parms); if (NoUse != nullptr) *NoUse = Parms.NoUse; } // Function GameNoce.NoceReplaceWidget.OnMouseDown // (Final, Native, Protected) // Parameters: // int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceReplaceWidget::OnMouseDown(int32 Index_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceReplaceWidget", "OnMouseDown"); Params::NoceReplaceWidget_OnMouseDown Parms{}; Parms.Index_0 = Index_0; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceReplaceWidget.OnPickPreviewClose // (Final, Native, Protected) void UNoceReplaceWidget::OnPickPreviewClose() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceReplaceWidget", "OnPickPreviewClose"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceReplaceWidget.OnPopWindowClose // (Final, Native, Protected) void UNoceReplaceWidget::OnPopWindowClose() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceReplaceWidget", "OnPopWindowClose"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceReplaceWeaponWidget.OnRefreshSelection // (Final, Native, Protected) // Parameters: // int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceReplaceWeaponWidget::OnRefreshSelection(int32 Index_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceReplaceWeaponWidget", "OnRefreshSelection"); Params::NoceReplaceWeaponWidget_OnRefreshSelection Parms{}; Parms.Index_0 = Index_0; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceReplaceWeaponWidget.ShowWeapon // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName ID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceReplaceWeaponWidget::ShowWeapon(class FName ID) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceReplaceWeaponWidget", "ShowWeapon"); Params::NoceReplaceWeaponWidget_ShowWeapon Parms{}; Parms.ID = ID; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSavePointUpgradeDataUIAsset.GetListItemData // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // ENoceUpgradeType Type (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FNoceSavePointUpgradeListItemDataReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FNoceSavePointUpgradeListItemData UNoceSavePointUpgradeDataUIAsset::GetListItemData(ENoceUpgradeType Type) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSavePointUpgradeDataUIAsset", "GetListItemData"); Params::NoceSavePointUpgradeDataUIAsset_GetListItemData Parms{}; Parms.Type = Type; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSavePointUpgradeDataUIAsset.GetPopWindowText // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // ENoceUpgradeType Type (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) class FText UNoceSavePointUpgradeDataUIAsset::GetPopWindowText(ENoceUpgradeType Type) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSavePointUpgradeDataUIAsset", "GetPopWindowText"); Params::NoceSavePointUpgradeDataUIAsset_GetPopWindowText Parms{}; Parms.Type = Type; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceRBANLibrary.ConvertToRigidBody // (Final, Native, Static, Public, HasOutParams, BlueprintCallable) // Parameters: // const struct FAnimNodeReference& Node (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic) // EAnimNodeReferenceConversionResult* Result (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FRigidBodyReference ReturnValue (Parm, OutParm, ReturnParm, NoDestructor, NativeAccessSpecifierPublic) struct FRigidBodyReference UNoceRBANLibrary::ConvertToRigidBody(const struct FAnimNodeReference& Node, EAnimNodeReferenceConversionResult* Result) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceRBANLibrary", "ConvertToRigidBody"); Params::NoceRBANLibrary_ConvertToRigidBody Parms{}; Parms.Node = std::move(Node); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Result != nullptr) *Result = Parms.Result; return Parms.ReturnValue; } // Function GameNoce.NoceRBANLibrary.ConvertToRigidBodyPure // (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // const struct FAnimNodeReference& Node (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic) // struct FRigidBodyReference* RigidBody (Parm, OutParm, NoDestructor, NativeAccessSpecifierPublic) // bool* Result (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceRBANLibrary::ConvertToRigidBodyPure(const struct FAnimNodeReference& Node, struct FRigidBodyReference* RigidBody, bool* Result) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceRBANLibrary", "ConvertToRigidBodyPure"); Params::NoceRBANLibrary_ConvertToRigidBodyPure Parms{}; Parms.Node = std::move(Node); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (RigidBody != nullptr) *RigidBody = std::move(Parms.RigidBody); if (Result != nullptr) *Result = Parms.Result; } // Function GameNoce.NoceSanitySpawnSystem.DeleteSpawnedEnemies // (Final, Native, Public, BlueprintCallable) void UNoceSanitySpawnSystem::DeleteSpawnedEnemies() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSanitySpawnSystem", "DeleteSpawnedEnemies"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSanitySpawnSystem.EnterSpawnVolume_BP // (Event, Protected, BlueprintEvent) void UNoceSanitySpawnSystem::EnterSpawnVolume_BP() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSanitySpawnSystem", "EnterSpawnVolume_BP"); UObject::ProcessEvent(Func, nullptr); } // Function GameNoce.NoceSanitySpawnSystem.ExitSpawnVolume_BP // (Event, Protected, BlueprintEvent) void UNoceSanitySpawnSystem::ExitSpawnVolume_BP() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSanitySpawnSystem", "ExitSpawnVolume_BP"); UObject::ProcessEvent(Func, nullptr); } // Function GameNoce.NoceSanitySpawnSystem.ForceSpawn // (Event, Public, BlueprintEvent) // Parameters: // const struct FSanitySpawnVolumeSetting& Setting (Parm, NativeAccessSpecifierPublic) void UNoceSanitySpawnSystem::ForceSpawn(const struct FSanitySpawnVolumeSetting& Setting) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSanitySpawnSystem", "ForceSpawn"); Params::NoceSanitySpawnSystem_ForceSpawn Parms{}; Parms.Setting = std::move(Setting); UObject::ProcessEvent(Func, &Parms); } // Function GameNoce.NoceSanitySpawnSystem.Initialize_BP // (Event, Protected, BlueprintEvent) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceSanitySpawnSystem::Initialize_BP() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSanitySpawnSystem", "Initialize_BP"); Params::NoceSanitySpawnSystem_Initialize_BP Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function GameNoce.NoceSanitySpawnSystem.Tick_BP // (Event, Protected, BlueprintEvent) // Parameters: // float DeltaTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceSanitySpawnSystem::Tick_BP(float DeltaTime) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSanitySpawnSystem", "Tick_BP"); Params::NoceSanitySpawnSystem_Tick_BP Parms{}; Parms.DeltaTime = DeltaTime; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function GameNoce.NoceSanitySpawnSystem.UpdateSpawnedEnemies // (Final, Native, Protected, BlueprintCallable) void UNoceSanitySpawnSystem::UpdateSpawnedEnemies() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSanitySpawnSystem", "UpdateSpawnedEnemies"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceANS_PlayerHairAlpha.SetHairAlpha // (Final, Native, Protected, Const) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceANS_PlayerHairAlpha::SetHairAlpha(float InValue) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceANS_PlayerHairAlpha", "SetHairAlpha"); Params::NoceANS_PlayerHairAlpha_SetHairAlpha Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceANS_Player_DisableSkirt.SetSkirtAlpha // (Final, Native, Protected, Const) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceANS_Player_DisableSkirt::SetSkirtAlpha(float InValue) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceANS_Player_DisableSkirt", "SetSkirtAlpha"); Params::NoceANS_Player_DisableSkirt_SetSkirtAlpha Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceScrollItemWidget.GetIsSelected // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceScrollItemWidget::GetIsSelected() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceScrollItemWidget", "GetIsSelected"); Params::NoceScrollItemWidget_GetIsSelected Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceScrollItemWidget.RefreshObject // (Final, Native, Public, BlueprintCallable) // Parameters: // class UObject* Object (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceScrollItemWidget::RefreshObject(class UObject* Object) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceScrollItemWidget", "RefreshObject"); Params::NoceScrollItemWidget_RefreshObject Parms{}; Parms.Object = Object; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePickupsPoint.CanRegisterSaveData // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePickupsPoint::CanRegisterSaveData() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickupsPoint", "CanRegisterSaveData"); Params::NocePickupsPoint_CanRegisterSaveData Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePickupsPoint.CheckIfDeployedDataFit // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePickupsPoint::CheckIfDeployedDataFit() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickupsPoint", "CheckIfDeployedDataFit"); Params::NocePickupsPoint_CheckIfDeployedDataFit Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePickupsPoint.DoSetTriggerBox // (Native, Public, BlueprintCallable) void ANocePickupsPoint::DoSetTriggerBox() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickupsPoint", "DoSetTriggerBox"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePickupsPoint.GenerateDynamicPickups // (Final, Native, Public, BlueprintCallable) // Parameters: // TSubclassOfInInteractable (Parm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool InIsForceGenerate (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class ANoceInteractableBase* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class ANoceInteractableBase* ANocePickupsPoint::GenerateDynamicPickups(TSubclassOf InInteractable, bool InIsForceGenerate) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickupsPoint", "GenerateDynamicPickups"); Params::NocePickupsPoint_GenerateDynamicPickups Parms{}; Parms.InInteractable = InInteractable; Parms.InIsForceGenerate = InIsForceGenerate; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePickupsPoint.GeneratePickupsByCurrentState // (Final, Native, Public, BlueprintCallable) // Parameters: // class ANoceInteractableBase* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class ANoceInteractableBase* ANocePickupsPoint::GeneratePickupsByCurrentState() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickupsPoint", "GeneratePickupsByCurrentState"); Params::NocePickupsPoint_GeneratePickupsByCurrentState Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePickupsPoint.OnActorModified_BP // (Event, Public, BlueprintEvent) void ANocePickupsPoint::OnActorModified_BP() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickupsPoint", "OnActorModified_BP"); UObject::ProcessEvent(Func, nullptr); } // Function GameNoce.NocePickupsPoint.OnPickupsGenerateDynamically_BP // (Event, Public, BlueprintEvent) void ANocePickupsPoint::OnPickupsGenerateDynamically_BP() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickupsPoint", "OnPickupsGenerateDynamically_BP"); UObject::ProcessEvent(Func, nullptr); } // Function GameNoce.NocePickupsPoint.OnSetupPickups_BP // (Event, Public, BlueprintCallable, BlueprintEvent) void ANocePickupsPoint::OnSetupPickups_BP() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickupsPoint", "OnSetupPickups_BP"); UObject::ProcessEvent(Func, nullptr); } // Function GameNoce.NocePickupsPoint.RemovePickups // (Final, Native, Public, BlueprintCallable) void ANocePickupsPoint::RemovePickups() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickupsPoint", "RemovePickups"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePickupsPoint.SetupEvntPickups_BP // (Event, Public, BlueprintEvent) void ANocePickupsPoint::SetupEvntPickups_BP() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickupsPoint", "SetupEvntPickups_BP"); UObject::ProcessEvent(Func, nullptr); } // Function GameNoce.NocePickupsPoint.SetupSpawnedPickups // (Final, Native, Public, BlueprintCallable) void ANocePickupsPoint::SetupSpawnedPickups() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickupsPoint", "SetupSpawnedPickups"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePickupsPoint.ShowDebugSelection // (Native, Event, Public, BlueprintCallable, BlueprintEvent) // Parameters: // bool IsShow (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePickupsPoint::ShowDebugSelection(bool IsShow) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickupsPoint", "ShowDebugSelection"); Params::NocePickupsPoint_ShowDebugSelection Parms{}; Parms.IsShow = IsShow; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePickupsPoint.ShowDynamicPickupsDebugInfo // (Native, Event, Public, BlueprintCallable, BlueprintEvent) void ANocePickupsPoint::ShowDynamicPickupsDebugInfo() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickupsPoint", "ShowDynamicPickupsDebugInfo"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePickupsPoint.UpdateSpawnedPickups // (Final, Native, Public, BlueprintCallable) void ANocePickupsPoint::UpdateSpawnedPickups() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickupsPoint", "UpdateSpawnedPickups"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePickupsPoint.CanBeDynamicCandidate // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 InGroupTypeBitmask (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePickupsPoint::CanBeDynamicCandidate(int32 InGroupTypeBitmask) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickupsPoint", "CanBeDynamicCandidate"); Params::NocePickupsPoint_CanBeDynamicCandidate Parms{}; Parms.InGroupTypeBitmask = InGroupTypeBitmask; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePickupsPoint.IsCurrentDynamicProgressTag // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePickupsPoint::IsCurrentDynamicProgressTag() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickupsPoint", "IsCurrentDynamicProgressTag"); Params::NocePickupsPoint_IsCurrentDynamicProgressTag Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceANS_TimedNiagaraEffect.OnAttackTraceHit // (Final, Native, Protected, HasOutParams, Const) // Parameters: // const TArray&InHitResults (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic) void UNoceANS_TimedNiagaraEffect::OnAttackTraceHit(const TArray& InHitResults) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceANS_TimedNiagaraEffect", "OnAttackTraceHit"); Params::NoceANS_TimedNiagaraEffect_OnAttackTraceHit Parms{}; Parms.InHitResults = std::move(InHitResults); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSellPopResultWidget.ShowResult // (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // int32 InTotalValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const TArray&InOfferingEffects (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSellPopResultWidget::ShowResult(int32 InTotalValue, const TArray& InOfferingEffects, bool* NoUse) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSellPopResultWidget", "ShowResult"); Params::NoceSellPopResultWidget_ShowResult Parms{}; Parms.InTotalValue = InTotalValue; Parms.InOfferingEffects = std::move(InOfferingEffects); UObject::ProcessEvent(Func, &Parms); if (NoUse != nullptr) *NoUse = Parms.NoUse; } // Function GameNoce.NocePlayerAdditionalColComponent.CanEnableColHead // (Final, Native, Protected, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePlayerAdditionalColComponent::CanEnableColHead() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerAdditionalColComponent", "CanEnableColHead"); Params::NocePlayerAdditionalColComponent_CanEnableColHead Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerAdditionalColComponent.GetColHead // (Final, Native, Public, BlueprintCallable) // Parameters: // class USphereComponent* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class USphereComponent* UNocePlayerAdditionalColComponent::GetColHead() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerAdditionalColComponent", "GetColHead"); Params::NocePlayerAdditionalColComponent_GetColHead Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerAdditionalColComponent.HandleOnPossessed // (Final, Native, Protected) // Parameters: // bool InPossessed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerAdditionalColComponent::HandleOnPossessed(bool InPossessed) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerAdditionalColComponent", "HandleOnPossessed"); Params::NocePlayerAdditionalColComponent_HandleOnPossessed Parms{}; Parms.InPossessed = InPossessed; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerAdditionalColComponent.OnGameplayTagChanged // (Final, Native, Protected, HasOutParams) // Parameters: // const struct FGameplayTag& Tag (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool TagExist (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerAdditionalColComponent::OnGameplayTagChanged(const struct FGameplayTag& Tag, bool TagExist) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerAdditionalColComponent", "OnGameplayTagChanged"); Params::NocePlayerAdditionalColComponent_OnGameplayTagChanged Parms{}; Parms.Tag = std::move(Tag); Parms.TagExist = TagExist; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerAdditionalColComponent.RegisterOnPossessed // (Final, Native, Protected) void UNocePlayerAdditionalColComponent::RegisterOnPossessed() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerAdditionalColComponent", "RegisterOnPossessed"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerAdditionalColComponent.SetColHeadCollisionEnable // (Final, Native, Protected, BlueprintCallable) // Parameters: // bool InEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerAdditionalColComponent::SetColHeadCollisionEnable(bool InEnable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerAdditionalColComponent", "SetColHeadCollisionEnable"); Params::NocePlayerAdditionalColComponent_SetColHeadCollisionEnable Parms{}; Parms.InEnable = InEnable; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerAdditionalColComponent.ToggleDrawDebug // (Final, Native, Public, BlueprintCallable) void UNocePlayerAdditionalColComponent::ToggleDrawDebug() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerAdditionalColComponent", "ToggleDrawDebug"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceArrowWidget.OnMouseButtonDownArrow // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const struct FGeometry& InGeometry (Parm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // const struct FPointerEvent& InMouseEvent (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // struct FEventReply ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FEventReply UNoceArrowWidget::OnMouseButtonDownArrow(const struct FGeometry& InGeometry, const struct FPointerEvent& InMouseEvent) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceArrowWidget", "OnMouseButtonDownArrow"); Params::NoceArrowWidget_OnMouseButtonDownArrow Parms{}; Parms.InGeometry = std::move(InGeometry); Parms.InMouseEvent = std::move(InMouseEvent); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceArrowWidget.OnReset // (Final, Native, Public, BlueprintCallable) void UNoceArrowWidget::OnReset() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceArrowWidget", "OnReset"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceArrowWidget.OnSelect // (Final, Native, Public, BlueprintCallable) void UNoceArrowWidget::OnSelect() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceArrowWidget", "OnSelect"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceArrowWidget.OnSelectCompleted // (Final, Native, Public, BlueprintCallable) void UNoceArrowWidget::OnSelectCompleted() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceArrowWidget", "OnSelectCompleted"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAssignLipSyncTool.AssignLipSyncMontageToLine // (Final, Native, Public, BlueprintCallable) // Parameters: // class UDataTable* InTable (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName InRowName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FNoceDialogSet& DialogSet (Parm, NativeAccessSpecifierPublic) // int32 LineIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UAnimMontage* AnimMontage (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceAssignLipSyncTool::AssignLipSyncMontageToLine(class UDataTable* InTable, class FName InRowName, const struct FNoceDialogSet& DialogSet, int32 LineIndex, class UAnimMontage* AnimMontage) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAssignLipSyncTool", "AssignLipSyncMontageToLine"); Params::NoceAssignLipSyncTool_AssignLipSyncMontageToLine Parms{}; Parms.InTable = InTable; Parms.InRowName = InRowName; Parms.DialogSet = std::move(DialogSet); Parms.LineIndex = LineIndex; Parms.AnimMontage = AnimMontage; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCharacterAttributeSet.SetArmorClamped // (Native, Protected) // Parameters: // float NewHealth (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCharacterAttributeSet::SetArmorClamped(float NewHealth) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCharacterAttributeSet", "SetArmorClamped"); Params::NoceCharacterAttributeSet_SetArmorClamped Parms{}; Parms.NewHealth = NewHealth; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCharacterAttributeSet.SetHealthClamped // (Native, Protected) // Parameters: // float NewHealth (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCharacterAttributeSet::SetHealthClamped(float NewHealth) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCharacterAttributeSet", "SetHealthClamped"); Params::NoceCharacterAttributeSet_SetHealthClamped Parms{}; Parms.NewHealth = NewHealth; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerAttributeSet.SetClawTransformClamped // (Native, Public) // Parameters: // float NewTransfom (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerAttributeSet::SetClawTransformClamped(float NewTransfom) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerAttributeSet", "SetClawTransformClamped"); Params::NocePlayerAttributeSet_SetClawTransformClamped Parms{}; Parms.NewTransfom = NewTransfom; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerAttributeSet.SetCurrentMaxSanityClamped // (Native, Public) // Parameters: // float NewCurrentMaxSanity (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerAttributeSet::SetCurrentMaxSanityClamped(float NewCurrentMaxSanity) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerAttributeSet", "SetCurrentMaxSanityClamped"); Params::NocePlayerAttributeSet_SetCurrentMaxSanityClamped Parms{}; Parms.NewCurrentMaxSanity = NewCurrentMaxSanity; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerAttributeSet.SetSanityClamped // (Native, Public) // Parameters: // float NewSanity (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerAttributeSet::SetSanityClamped(float NewSanity) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerAttributeSet", "SetSanityClamped"); Params::NocePlayerAttributeSet_SetSanityClamped Parms{}; Parms.NewSanity = NewSanity; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerAttributeSet.SetStaminaClamped // (Native, Public) // Parameters: // float NewStamian (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerAttributeSet::SetStaminaClamped(float NewStamian) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerAttributeSet", "SetStaminaClamped"); Params::NocePlayerAttributeSet_SetStaminaClamped Parms{}; Parms.NewStamian = NewStamian; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAsyncLoadSeqPreloadData.AsyncLoadSeqPreloadData // (Final, Native, Static, Public, HasOutParams, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FNoceSeqData& SeqData (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // class UNoceAsyncLoadSeqPreloadData* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UNoceAsyncLoadSeqPreloadData* UNoceAsyncLoadSeqPreloadData::AsyncLoadSeqPreloadData(class UObject* WorldContextObject, const struct FNoceSeqData& SeqData) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceAsyncLoadSeqPreloadData", "AsyncLoadSeqPreloadData"); Params::NoceAsyncLoadSeqPreloadData_AsyncLoadSeqPreloadData Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.SeqData = std::move(SeqData); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAsyncTaskAttributeChanged.ListenForAttributeChange // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UAbilitySystemComponent* AbilitySystemComponent (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayAttribute& Attribute (Parm, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UNoceAsyncTaskAttributeChanged* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UNoceAsyncTaskAttributeChanged* UNoceAsyncTaskAttributeChanged::ListenForAttributeChange(class UAbilitySystemComponent* AbilitySystemComponent, const struct FGameplayAttribute& Attribute) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceAsyncTaskAttributeChanged", "ListenForAttributeChange"); Params::NoceAsyncTaskAttributeChanged_ListenForAttributeChange Parms{}; Parms.AbilitySystemComponent = AbilitySystemComponent; Parms.Attribute = std::move(Attribute); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAsyncTaskAttributeChanged.ListenForAttributesChange // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UAbilitySystemComponent* AbilitySystemComponent (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const TArray&Attributes (Parm, ZeroConstructor, NativeAccessSpecifierPublic) // class UNoceAsyncTaskAttributeChanged* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UNoceAsyncTaskAttributeChanged* UNoceAsyncTaskAttributeChanged::ListenForAttributesChange(class UAbilitySystemComponent* AbilitySystemComponent, const TArray& Attributes) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceAsyncTaskAttributeChanged", "ListenForAttributesChange"); Params::NoceAsyncTaskAttributeChanged_ListenForAttributesChange Parms{}; Parms.AbilitySystemComponent = AbilitySystemComponent; Parms.Attributes = std::move(Attributes); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAsyncTaskAttributeChanged.EndTask // (Final, Native, Public, BlueprintCallable) void UNoceAsyncTaskAttributeChanged::EndTask() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAsyncTaskAttributeChanged", "EndTask"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAttachmentBaseComponent.DoAttach // (Native, Public, BlueprintCallable) void UNoceAttachmentBaseComponent::DoAttach() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAttachmentBaseComponent", "DoAttach"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAttachmentBaseComponent.OnOwnerActorDestroyed // (Final, Native, Protected) // Parameters: // class AActor* InActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAttachmentBaseComponent::OnOwnerActorDestroyed(class AActor* InActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAttachmentBaseComponent", "OnOwnerActorDestroyed"); Params::NoceAttachmentBaseComponent_OnOwnerActorDestroyed Parms{}; Parms.InActor = InActor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAttachmentBaseComponent.PreviewAttach // (Final, Native, Protected) void UNoceAttachmentBaseComponent::PreviewAttach() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAttachmentBaseComponent", "PreviewAttach"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAttachmentBaseComponent.SetAttachmentHidden // (Final, Native, Public, BlueprintCallable) // Parameters: // bool Hidden (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAttachmentBaseComponent::SetAttachmentHidden(bool Hidden) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAttachmentBaseComponent", "SetAttachmentHidden"); Params::NoceAttachmentBaseComponent_SetAttachmentHidden Parms{}; Parms.Hidden = Hidden; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSaveSubsystem.AddGameOverCount // (Final, Native, Public, BlueprintCallable) void UNoceSaveSubsystem::AddGameOverCount() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveSubsystem", "AddGameOverCount"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSaveSubsystem.AnyGameSlotExist // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceSaveSubsystem::AnyGameSlotExist() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveSubsystem", "AnyGameSlotExist"); Params::NoceSaveSubsystem_AnyGameSlotExist Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSaveSubsystem.AutoLoadContinueGameSave // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceSaveSubsystem::AutoLoadContinueGameSave() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveSubsystem", "AutoLoadContinueGameSave"); Params::NoceSaveSubsystem_AutoLoadContinueGameSave Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSaveSubsystem.AutoLoadGameData_BP // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceSaveSubsystem::AutoLoadGameData_BP() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveSubsystem", "AutoLoadGameData_BP"); Params::NoceSaveSubsystem_AutoLoadGameData_BP Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSaveSubsystem.AutoSaveGameData_BP // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName LocationName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* InActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceSaveSubsystem::AutoSaveGameData_BP(class FName LocationName, class AActor* InActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveSubsystem", "AutoSaveGameData_BP"); Params::NoceSaveSubsystem_AutoSaveGameData_BP Parms{}; Parms.LocationName = LocationName; Parms.InActor = InActor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSaveSubsystem.CacheCheckPointActor // (Final, Native, Public, BlueprintCallable) // Parameters: // class AActor* Actor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName LocationName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSaveSubsystem::CacheCheckPointActor(class AActor* Actor, class FName LocationName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveSubsystem", "CacheCheckPointActor"); Params::NoceSaveSubsystem_CacheCheckPointActor Parms{}; Parms.Actor = Actor; Parms.LocationName = LocationName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSaveSubsystem.CacheSpecifyStartTransform // (Final, Native, Public, HasDefaults, BlueprintCallable) // Parameters: // const struct FTransform& InTransform (Parm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const TArray& WorldTriggerSetting (Parm, ZeroConstructor, NativeAccessSpecifierPublic) void UNoceSaveSubsystem::CacheSpecifyStartTransform(const struct FTransform& InTransform, const TArray& WorldTriggerSetting) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveSubsystem", "CacheSpecifyStartTransform"); Params::NoceSaveSubsystem_CacheSpecifyStartTransform Parms{}; Parms.InTransform = std::move(InTransform); Parms.WorldTriggerSetting = std::move(WorldTriggerSetting); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSaveSubsystem.ClearCheckPointActor // (Final, Native, Public, BlueprintCallable) void UNoceSaveSubsystem::ClearCheckPointActor() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveSubsystem", "ClearCheckPointActor"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSaveSubsystem.ClearCurrentGameData // (Final, Native, Public, BlueprintCallable) void UNoceSaveSubsystem::ClearCurrentGameData() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveSubsystem", "ClearCurrentGameData"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSaveSubsystem.ClearTemporarySaveGame // (Final, Native, Public, BlueprintCallable) void UNoceSaveSubsystem::ClearTemporarySaveGame() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveSubsystem", "ClearTemporarySaveGame"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSaveSubsystem.DeleteAllAutoSaveGameData // (Final, Native, Public, BlueprintCallable) void UNoceSaveSubsystem::DeleteAllAutoSaveGameData() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveSubsystem", "DeleteAllAutoSaveGameData"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSaveSubsystem.DeleteAllGameData // (Final, Native, Public, BlueprintCallable) void UNoceSaveSubsystem::DeleteAllGameData() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveSubsystem", "DeleteAllGameData"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSaveSubsystem.DeleteAllManualSaveGameData // (Final, Native, Public, BlueprintCallable) void UNoceSaveSubsystem::DeleteAllManualSaveGameData() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveSubsystem", "DeleteAllManualSaveGameData"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSaveSubsystem.DeleteGameData // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceSaveSubsystem::DeleteGameData(int32 Index_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveSubsystem", "DeleteGameData"); Params::NoceSaveSubsystem_DeleteGameData Parms{}; Parms.Index_0 = Index_0; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSaveSubsystem.DeleteSystemData // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceSaveSubsystem::DeleteSystemData() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveSubsystem", "DeleteSystemData"); Params::NoceSaveSubsystem_DeleteSystemData Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSaveSubsystem.DeserializeGameDataBeforeOpenLevel // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceSaveSubsystem::DeserializeGameDataBeforeOpenLevel() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveSubsystem", "DeserializeGameDataBeforeOpenLevel"); Params::NoceSaveSubsystem_DeserializeGameDataBeforeOpenLevel Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSaveSubsystem.DeserializeGameDataOnStart // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceSaveSubsystem::DeserializeGameDataOnStart() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveSubsystem", "DeserializeGameDataOnStart"); Params::NoceSaveSubsystem_DeserializeGameDataOnStart Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSaveSubsystem.DoesGameSlotExist // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceSaveSubsystem::DoesGameSlotExist(int32 Index_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveSubsystem", "DoesGameSlotExist"); Params::NoceSaveSubsystem_DoesGameSlotExist Parms{}; Parms.Index_0 = Index_0; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSaveSubsystem.DoesSystemSlotExist // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceSaveSubsystem::DoesSystemSlotExist() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveSubsystem", "DoesSystemSlotExist"); Params::NoceSaveSubsystem_DoesSystemSlotExist Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSaveSubsystem.GetAutoSaveCount // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UNoceSaveSubsystem::GetAutoSaveCount() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveSubsystem", "GetAutoSaveCount"); Params::NoceSaveSubsystem_GetAutoSaveCount Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSaveSubsystem.GetAutoSaveLastIndex // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UNoceSaveSubsystem::GetAutoSaveLastIndex() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveSubsystem", "GetAutoSaveLastIndex"); Params::NoceSaveSubsystem_GetAutoSaveLastIndex Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSaveSubsystem.GetAutoSaveSlotIndex // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UNoceSaveSubsystem::GetAutoSaveSlotIndex() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveSubsystem", "GetAutoSaveSlotIndex"); Params::NoceSaveSubsystem_GetAutoSaveSlotIndex Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSaveSubsystem.GetAutoSaveStartIndex // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UNoceSaveSubsystem::GetAutoSaveStartIndex() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveSubsystem", "GetAutoSaveStartIndex"); Params::NoceSaveSubsystem_GetAutoSaveStartIndex Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSaveSubsystem.GetCurrentSaveGame // (Final, Native, Public, BlueprintCallable) // Parameters: // class UNoceSaveGame* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UNoceSaveGame* UNoceSaveSubsystem::GetCurrentSaveGame() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveSubsystem", "GetCurrentSaveGame"); Params::NoceSaveSubsystem_GetCurrentSaveGame Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSaveSubsystem.GetCurrentSaveGameSlotIndex // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UNoceSaveSubsystem::GetCurrentSaveGameSlotIndex() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveSubsystem", "GetCurrentSaveGameSlotIndex"); Params::NoceSaveSubsystem_GetCurrentSaveGameSlotIndex Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSaveSubsystem.GetGameSaveMaxIndex // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UNoceSaveSubsystem::GetGameSaveMaxIndex() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveSubsystem", "GetGameSaveMaxIndex"); Params::NoceSaveSubsystem_GetGameSaveMaxIndex Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSaveSubsystem.GetLastLoadGameSlotIndex // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UNoceSaveSubsystem::GetLastLoadGameSlotIndex() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveSubsystem", "GetLastLoadGameSlotIndex"); Params::NoceSaveSubsystem_GetLastLoadGameSlotIndex Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSaveSubsystem.GetLastManualSaveSlotIndex // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UNoceSaveSubsystem::GetLastManualSaveSlotIndex() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveSubsystem", "GetLastManualSaveSlotIndex"); Params::NoceSaveSubsystem_GetLastManualSaveSlotIndex Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSaveSubsystem.GetLastTimeStampSlotIndex // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool StartFromAutoSlot (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UNoceSaveSubsystem::GetLastTimeStampSlotIndex(bool StartFromAutoSlot) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveSubsystem", "GetLastTimeStampSlotIndex"); Params::NoceSaveSubsystem_GetLastTimeStampSlotIndex Parms{}; Parms.StartFromAutoSlot = StartFromAutoSlot; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSaveSubsystem.GetManualSaveStartIndex // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UNoceSaveSubsystem::GetManualSaveStartIndex() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveSubsystem", "GetManualSaveStartIndex"); Params::NoceSaveSubsystem_GetManualSaveStartIndex Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSaveSubsystem.GetSaveGameByIndex // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UNoceSaveGame* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UNoceSaveGame* UNoceSaveSubsystem::GetSaveGameByIndex(int32 Index_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveSubsystem", "GetSaveGameByIndex"); Params::NoceSaveSubsystem_GetSaveGameByIndex Parms{}; Parms.Index_0 = Index_0; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSaveSubsystem.GetSaveGameBySlot // (Final, Native, Public) // Parameters: // const class FString& SlotName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UNoceSaveGame* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UNoceSaveGame* UNoceSaveSubsystem::GetSaveGameBySlot(const class FString& SlotName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveSubsystem", "GetSaveGameBySlot"); Params::NoceSaveSubsystem_GetSaveGameBySlot Parms{}; Parms.SlotName = std::move(SlotName); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSaveSubsystem.GetSaveGameList // (Final, Native, Public) // Parameters: // bool StartFromAutoSlot (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNoceSaveSubsystem::GetSaveGameList(bool StartFromAutoSlot) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveSubsystem", "GetSaveGameList"); Params::NoceSaveSubsystem_GetSaveGameList Parms{}; Parms.StartFromAutoSlot = StartFromAutoSlot; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSaveSubsystem.GetSaveLoadObjectList // (Final, Native, Public, BlueprintCallable) // Parameters: // bool StartFromAutoSlot (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNoceSaveSubsystem::GetSaveLoadObjectList(bool StartFromAutoSlot) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveSubsystem", "GetSaveLoadObjectList"); Params::NoceSaveSubsystem_GetSaveLoadObjectList Parms{}; Parms.StartFromAutoSlot = StartFromAutoSlot; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSaveSubsystem.GetSuitableManualSaveSlot // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UNoceSaveSubsystem::GetSuitableManualSaveSlot() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveSubsystem", "GetSuitableManualSaveSlot"); Params::NoceSaveSubsystem_GetSuitableManualSaveSlot Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSaveSubsystem.GetSystemSaveGame // (Final, Native, Public, BlueprintCallable) // Parameters: // class UNoceSystemSaveGame* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UNoceSystemSaveGame* UNoceSaveSubsystem::GetSystemSaveGame() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveSubsystem", "GetSystemSaveGame"); Params::NoceSaveSubsystem_GetSystemSaveGame Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSaveSubsystem.HasLoadedGame // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceSaveSubsystem::HasLoadedGame() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveSubsystem", "HasLoadedGame"); Params::NoceSaveSubsystem_HasLoadedGame Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSaveSubsystem.IsAutoSaveSlot // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // const int32 InIndex (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceSaveSubsystem::IsAutoSaveSlot(const int32 InIndex) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveSubsystem", "IsAutoSaveSlot"); Params::NoceSaveSubsystem_IsAutoSaveSlot Parms{}; Parms.InIndex = InIndex; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSaveSubsystem.IsBusy // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceSaveSubsystem::IsBusy() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveSubsystem", "IsBusy"); Params::NoceSaveSubsystem_IsBusy Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSaveSubsystem.IsCheckPointAlreadySaved // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // const struct FGameplayTag& InProgressTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceSaveSubsystem::IsCheckPointAlreadySaved(const struct FGameplayTag& InProgressTag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveSubsystem", "IsCheckPointAlreadySaved"); Params::NoceSaveSubsystem_IsCheckPointAlreadySaved Parms{}; Parms.InProgressTag = std::move(InProgressTag); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSaveSubsystem.IsManualSaveSlot // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // const int32 InIndex (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceSaveSubsystem::IsManualSaveSlot(const int32 InIndex) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveSubsystem", "IsManualSaveSlot"); Params::NoceSaveSubsystem_IsManualSaveSlot Parms{}; Parms.InIndex = InIndex; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSaveSubsystem.IsPlayGoRangeTag // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // const struct FGameplayTag& InProgressTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceSaveSubsystem::IsPlayGoRangeTag(const struct FGameplayTag& InProgressTag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveSubsystem", "IsPlayGoRangeTag"); Params::NoceSaveSubsystem_IsPlayGoRangeTag Parms{}; Parms.InProgressTag = std::move(InProgressTag); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSaveSubsystem.IsTemporarySaveExist // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceSaveSubsystem::IsTemporarySaveExist() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveSubsystem", "IsTemporarySaveExist"); Params::NoceSaveSubsystem_IsTemporarySaveExist Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSaveSubsystem.LoadGameData_BP // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceSaveSubsystem::LoadGameData_BP(int32 Index_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveSubsystem", "LoadGameData_BP"); Params::NoceSaveSubsystem_LoadGameData_BP Parms{}; Parms.Index_0 = Index_0; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSaveSubsystem.LoadTemporarySaveGameData // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceSaveSubsystem::LoadTemporarySaveGameData() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveSubsystem", "LoadTemporarySaveGameData"); Params::NoceSaveSubsystem_LoadTemporarySaveGameData Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSaveSubsystem.MakeClearGameData // (Final, Native, Public, BlueprintCallable) // Parameters: // const int32 Index_0 (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ENoceEndingType ClearEndingType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ClearProgress (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSaveSubsystem::MakeClearGameData(const int32 Index_0, ENoceEndingType ClearEndingType, bool ClearProgress) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveSubsystem", "MakeClearGameData"); Params::NoceSaveSubsystem_MakeClearGameData Parms{}; Parms.Index_0 = Index_0; Parms.ClearEndingType = ClearEndingType; Parms.ClearProgress = ClearProgress; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSaveSubsystem.MakeSaveGameData // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName LocationName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* InActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSaveSubsystem::MakeSaveGameData(int32 Index_0, class FName LocationName, class AActor* InActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveSubsystem", "MakeSaveGameData"); Params::NoceSaveSubsystem_MakeSaveGameData Parms{}; Parms.Index_0 = Index_0; Parms.LocationName = LocationName; Parms.InActor = InActor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSaveSubsystem.MakeTemporarySaveGameData // (Final, Native, Public, BlueprintCallable) // Parameters: // class AActor* InActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSaveSubsystem::MakeTemporarySaveGameData(class AActor* InActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveSubsystem", "MakeTemporarySaveGameData"); Params::NoceSaveSubsystem_MakeTemporarySaveGameData Parms{}; Parms.InActor = InActor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSaveSubsystem.RequestLoadGeneralActor // (Final, Native, Public, BlueprintCallable) // Parameters: // class AActor* InActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool RestoreTransform (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceSaveSubsystem::RequestLoadGeneralActor(class AActor* InActor, bool RestoreTransform) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveSubsystem", "RequestLoadGeneralActor"); Params::NoceSaveSubsystem_RequestLoadGeneralActor Parms{}; Parms.InActor = InActor; Parms.RestoreTransform = RestoreTransform; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSaveSubsystem.RequestLoadSubsystem // (Final, Native, Public) // Parameters: // class UObject* InObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSaveSubsystem::RequestLoadSubsystem(class UObject* InObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveSubsystem", "RequestLoadSubsystem"); Params::NoceSaveSubsystem_RequestLoadSubsystem Parms{}; Parms.InObject = InObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSaveSubsystem.RequestSaveGeneralActor // (Final, Native, Public, BlueprintCallable) // Parameters: // class AActor* InActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool InExistForever (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceSaveSubsystem::RequestSaveGeneralActor(class AActor* InActor, bool InExistForever) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveSubsystem", "RequestSaveGeneralActor"); Params::NoceSaveSubsystem_RequestSaveGeneralActor Parms{}; Parms.InActor = InActor; Parms.InExistForever = InExistForever; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSaveSubsystem.RequestSaveSubsystem // (Final, Native, Public) // Parameters: // class UObject* InObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSaveSubsystem::RequestSaveSubsystem(class UObject* InObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveSubsystem", "RequestSaveSubsystem"); Params::NoceSaveSubsystem_RequestSaveSubsystem Parms{}; Parms.InObject = InObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSaveSubsystem.ResetSpecifyTransform // (Final, Native, Public, BlueprintCallable) void UNoceSaveSubsystem::ResetSpecifyTransform() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveSubsystem", "ResetSpecifyTransform"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSaveSubsystem.SaveClearGame // (Final, Native, Public, BlueprintCallable) // Parameters: // const int32 Index_0 (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ENoceEndingType ClearEndingType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ClearProgress (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceSaveSubsystem::SaveClearGame(const int32 Index_0, ENoceEndingType ClearEndingType, bool ClearProgress) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveSubsystem", "SaveClearGame"); Params::NoceSaveSubsystem_SaveClearGame Parms{}; Parms.Index_0 = Index_0; Parms.ClearEndingType = ClearEndingType; Parms.ClearProgress = ClearProgress; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSaveSubsystem.SaveGameData_BP // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName LocationName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* InActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceSaveSubsystem::SaveGameData_BP(int32 Index_0, class FName LocationName, class AActor* InActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveSubsystem", "SaveGameData_BP"); Params::NoceSaveSubsystem_SaveGameData_BP Parms{}; Parms.Index_0 = Index_0; Parms.LocationName = LocationName; Parms.InActor = InActor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSaveSubsystem.SaveSystemSave // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceSaveSubsystem::SaveSystemSave() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveSubsystem", "SaveSystemSave"); Params::NoceSaveSubsystem_SaveSystemSave Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSaveSubsystem.TransferToUIObject // (Final, Native, Public, BlueprintCallable) // Parameters: // const class UNoceSaveGame* SaveGame (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class USaveLoadUIObject* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class USaveLoadUIObject* UNoceSaveSubsystem::TransferToUIObject(const class UNoceSaveGame* SaveGame) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveSubsystem", "TransferToUIObject"); Params::NoceSaveSubsystem_TransferToUIObject Parms{}; Parms.SaveGame = SaveGame; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSaveSubsystem.GetPlatformUserIndex // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UNoceSaveSubsystem::GetPlatformUserIndex() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveSubsystem", "GetPlatformUserIndex"); Params::NoceSaveSubsystem_GetPlatformUserIndex Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAttackTraceComponent.DoTraceByAttackID // (Final, Native, Public, HasDefaults, BlueprintCallable) // Parameters: // int32 InAttackID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName InComboName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName InAttackTraceName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& InStartLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FRotator& InStartRotation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // const struct FVector& InEndLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FRotator& InEndRotation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // float InRadiusRatio (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAttackTraceComponent::DoTraceByAttackID(int32 InAttackID, class FName InComboName, class FName InAttackTraceName, const struct FVector& InStartLocation, const struct FRotator& InStartRotation, const struct FVector& InEndLocation, const struct FRotator& InEndRotation, float InRadiusRatio) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAttackTraceComponent", "DoTraceByAttackID"); Params::NoceAttackTraceComponent_DoTraceByAttackID Parms{}; Parms.InAttackID = InAttackID; Parms.InComboName = InComboName; Parms.InAttackTraceName = InAttackTraceName; Parms.InStartLocation = std::move(InStartLocation); Parms.InStartRotation = std::move(InStartRotation); Parms.InEndLocation = std::move(InEndLocation); Parms.InEndRotation = std::move(InEndRotation); Parms.InRadiusRatio = InRadiusRatio; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAttackTraceComponent.EndTraceByAttackID // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 AttackID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAttackTraceComponent::EndTraceByAttackID(int32 AttackID) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAttackTraceComponent", "EndTraceByAttackID"); Params::NoceAttackTraceComponent_EndTraceByAttackID Parms{}; Parms.AttackID = AttackID; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAttackTraceComponent.GetIsEnable // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceAttackTraceComponent::GetIsEnable() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAttackTraceComponent", "GetIsEnable"); Params::NoceAttackTraceComponent_GetIsEnable Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceAttackTraceComponent.SetIsDuringAttack // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAttackTraceComponent::SetIsDuringAttack(bool InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAttackTraceComponent", "SetIsDuringAttack"); Params::NoceAttackTraceComponent_SetIsDuringAttack Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAttackTraceComponent.SetIsEnable // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InVale (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAttackTraceComponent::SetIsEnable(bool InVale) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAttackTraceComponent", "SetIsEnable"); Params::NoceAttackTraceComponent_SetIsEnable Parms{}; Parms.InVale = InVale; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceAttackTraceComponent.StartTraceByAttackID // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 AttackID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceAttackTraceComponent::StartTraceByAttackID(int32 AttackID) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceAttackTraceComponent", "StartTraceByAttackID"); Params::NoceAttackTraceComponent_StartTraceByAttackID Parms{}; Parms.AttackID = AttackID; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceTableRowHandleLibrary.GetChapterJumpDataTable // (Final, Native, Static, Public) // Parameters: // class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UDataTable* UNoceTableRowHandleLibrary::GetChapterJumpDataTable() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceTableRowHandleLibrary", "GetChapterJumpDataTable"); Params::NoceTableRowHandleLibrary_GetChapterJumpDataTable Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceTableRowHandleLibrary.GetConsumableDataTable // (Final, Native, Static, Public) // Parameters: // class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UDataTable* UNoceTableRowHandleLibrary::GetConsumableDataTable() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceTableRowHandleLibrary", "GetConsumableDataTable"); Params::NoceTableRowHandleLibrary_GetConsumableDataTable Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceTableRowHandleLibrary.GetDarknessDataTable // (Final, Native, Static, Public) // Parameters: // class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UDataTable* UNoceTableRowHandleLibrary::GetDarknessDataTable() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceTableRowHandleLibrary", "GetDarknessDataTable"); Params::NoceTableRowHandleLibrary_GetDarknessDataTable Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceTableRowHandleLibrary.GetDirLightDataTable // (Final, Native, Static, Public) // Parameters: // class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UDataTable* UNoceTableRowHandleLibrary::GetDirLightDataTable() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceTableRowHandleLibrary", "GetDirLightDataTable"); Params::NoceTableRowHandleLibrary_GetDirLightDataTable Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceTableRowHandleLibrary.GetFogNiagaraTable // (Final, Native, Static, Public) // Parameters: // class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UDataTable* UNoceTableRowHandleLibrary::GetFogNiagaraTable() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceTableRowHandleLibrary", "GetFogNiagaraTable"); Params::NoceTableRowHandleLibrary_GetFogNiagaraTable Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceTableRowHandleLibrary.GetHeightFogDataTable // (Final, Native, Static, Public) // Parameters: // class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UDataTable* UNoceTableRowHandleLibrary::GetHeightFogDataTable() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceTableRowHandleLibrary", "GetHeightFogDataTable"); Params::NoceTableRowHandleLibrary_GetHeightFogDataTable Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceTableRowHandleLibrary.GetHinaCharMeshTypeDataTable // (Final, Native, Static, Public) // Parameters: // class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UDataTable* UNoceTableRowHandleLibrary::GetHinaCharMeshTypeDataTable() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceTableRowHandleLibrary", "GetHinaCharMeshTypeDataTable"); Params::NoceTableRowHandleLibrary_GetHinaCharMeshTypeDataTable Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceTableRowHandleLibrary.GetInputActionToKeyDataTable // (Final, Native, Static, Public) // Parameters: // class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UDataTable* UNoceTableRowHandleLibrary::GetInputActionToKeyDataTable() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceTableRowHandleLibrary", "GetInputActionToKeyDataTable"); Params::NoceTableRowHandleLibrary_GetInputActionToKeyDataTable Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceTableRowHandleLibrary.GetKeyItemDataTable // (Final, Native, Static, Public) // Parameters: // class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UDataTable* UNoceTableRowHandleLibrary::GetKeyItemDataTable() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceTableRowHandleLibrary", "GetKeyItemDataTable"); Params::NoceTableRowHandleLibrary_GetKeyItemDataTable Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceTableRowHandleLibrary.GetKeyItemEmaDataTable // (Final, Native, Static, Public) // Parameters: // class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UDataTable* UNoceTableRowHandleLibrary::GetKeyItemEmaDataTable() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceTableRowHandleLibrary", "GetKeyItemEmaDataTable"); Params::NoceTableRowHandleLibrary_GetKeyItemEmaDataTable Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceTableRowHandleLibrary.GetLanternNiagaraTable // (Final, Native, Static, Public) // Parameters: // class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UDataTable* UNoceTableRowHandleLibrary::GetLanternNiagaraTable() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceTableRowHandleLibrary", "GetLanternNiagaraTable"); Params::NoceTableRowHandleLibrary_GetLanternNiagaraTable Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceTableRowHandleLibrary.GetLetterDataTable // (Final, Native, Static, Public) // Parameters: // class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UDataTable* UNoceTableRowHandleLibrary::GetLetterDataTable() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceTableRowHandleLibrary", "GetLetterDataTable"); Params::NoceTableRowHandleLibrary_GetLetterDataTable Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceTableRowHandleLibrary.GetLetterGroupDataTable // (Final, Native, Static, Public) // Parameters: // class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UDataTable* UNoceTableRowHandleLibrary::GetLetterGroupDataTable() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceTableRowHandleLibrary", "GetLetterGroupDataTable"); Params::NoceTableRowHandleLibrary_GetLetterGroupDataTable Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceTableRowHandleLibrary.GetLocationDataTable // (Final, Native, Static, Public) // Parameters: // class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UDataTable* UNoceTableRowHandleLibrary::GetLocationDataTable() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceTableRowHandleLibrary", "GetLocationDataTable"); Params::NoceTableRowHandleLibrary_GetLocationDataTable Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceTableRowHandleLibrary.GetLumenTranslucencyTable // (Final, Native, Static, Public) // Parameters: // class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UDataTable* UNoceTableRowHandleLibrary::GetLumenTranslucencyTable() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceTableRowHandleLibrary", "GetLumenTranslucencyTable"); Params::NoceTableRowHandleLibrary_GetLumenTranslucencyTable Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceTableRowHandleLibrary.GetNotebookCharacterContentDataTable // (Final, Native, Static, Public) // Parameters: // class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UDataTable* UNoceTableRowHandleLibrary::GetNotebookCharacterContentDataTable() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceTableRowHandleLibrary", "GetNotebookCharacterContentDataTable"); Params::NoceTableRowHandleLibrary_GetNotebookCharacterContentDataTable Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceTableRowHandleLibrary.GetNotebookCharacterNameDataTable // (Final, Native, Static, Public) // Parameters: // class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UDataTable* UNoceTableRowHandleLibrary::GetNotebookCharacterNameDataTable() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceTableRowHandleLibrary", "GetNotebookCharacterNameDataTable"); Params::NoceTableRowHandleLibrary_GetNotebookCharacterNameDataTable Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceTableRowHandleLibrary.GetNotebookEnemyContentDataTable // (Final, Native, Static, Public) // Parameters: // class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UDataTable* UNoceTableRowHandleLibrary::GetNotebookEnemyContentDataTable() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceTableRowHandleLibrary", "GetNotebookEnemyContentDataTable"); Params::NoceTableRowHandleLibrary_GetNotebookEnemyContentDataTable Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceTableRowHandleLibrary.GetNotebookEnemyNameDataTable // (Final, Native, Static, Public) // Parameters: // class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UDataTable* UNoceTableRowHandleLibrary::GetNotebookEnemyNameDataTable() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceTableRowHandleLibrary", "GetNotebookEnemyNameDataTable"); Params::NoceTableRowHandleLibrary_GetNotebookEnemyNameDataTable Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceTableRowHandleLibrary.GetNotebookInfoContentDataTable // (Final, Native, Static, Public) // Parameters: // class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UDataTable* UNoceTableRowHandleLibrary::GetNotebookInfoContentDataTable() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceTableRowHandleLibrary", "GetNotebookInfoContentDataTable"); Params::NoceTableRowHandleLibrary_GetNotebookInfoContentDataTable Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceTableRowHandleLibrary.GetNotebookInfoNameDataTable // (Final, Native, Static, Public) // Parameters: // class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UDataTable* UNoceTableRowHandleLibrary::GetNotebookInfoNameDataTable() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceTableRowHandleLibrary", "GetNotebookInfoNameDataTable"); Params::NoceTableRowHandleLibrary_GetNotebookInfoNameDataTable Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceTableRowHandleLibrary.GetNotebookPuzzleContentDataTable // (Final, Native, Static, Public) // Parameters: // class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UDataTable* UNoceTableRowHandleLibrary::GetNotebookPuzzleContentDataTable() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceTableRowHandleLibrary", "GetNotebookPuzzleContentDataTable"); Params::NoceTableRowHandleLibrary_GetNotebookPuzzleContentDataTable Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceTableRowHandleLibrary.GetNotebookPuzzleNameDataTable // (Final, Native, Static, Public) // Parameters: // class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UDataTable* UNoceTableRowHandleLibrary::GetNotebookPuzzleNameDataTable() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceTableRowHandleLibrary", "GetNotebookPuzzleNameDataTable"); Params::NoceTableRowHandleLibrary_GetNotebookPuzzleNameDataTable Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceTableRowHandleLibrary.GetNotebookTutorialContentDataTable // (Final, Native, Static, Public) // Parameters: // class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UDataTable* UNoceTableRowHandleLibrary::GetNotebookTutorialContentDataTable() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceTableRowHandleLibrary", "GetNotebookTutorialContentDataTable"); Params::NoceTableRowHandleLibrary_GetNotebookTutorialContentDataTable Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceTableRowHandleLibrary.GetNotebookTutorialNameDataTable // (Final, Native, Static, Public) // Parameters: // class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UDataTable* UNoceTableRowHandleLibrary::GetNotebookTutorialNameDataTable() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceTableRowHandleLibrary", "GetNotebookTutorialNameDataTable"); Params::NoceTableRowHandleLibrary_GetNotebookTutorialNameDataTable Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceTableRowHandleLibrary.GetOmamoriDataTable // (Final, Native, Static, Public) // Parameters: // class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UDataTable* UNoceTableRowHandleLibrary::GetOmamoriDataTable() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceTableRowHandleLibrary", "GetOmamoriDataTable"); Params::NoceTableRowHandleLibrary_GetOmamoriDataTable Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceTableRowHandleLibrary.GetPickupsDeploymentDataTable // (Final, Native, Static, Public) // Parameters: // class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UDataTable* UNoceTableRowHandleLibrary::GetPickupsDeploymentDataTable() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceTableRowHandleLibrary", "GetPickupsDeploymentDataTable"); Params::NoceTableRowHandleLibrary_GetPickupsDeploymentDataTable Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceTableRowHandleLibrary.GetSkyAtmosphereDataTable // (Final, Native, Static, Public) // Parameters: // class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UDataTable* UNoceTableRowHandleLibrary::GetSkyAtmosphereDataTable() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceTableRowHandleLibrary", "GetSkyAtmosphereDataTable"); Params::NoceTableRowHandleLibrary_GetSkyAtmosphereDataTable Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceTableRowHandleLibrary.GetSkyDomeDataTable // (Final, Native, Static, Public) // Parameters: // class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UDataTable* UNoceTableRowHandleLibrary::GetSkyDomeDataTable() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceTableRowHandleLibrary", "GetSkyDomeDataTable"); Params::NoceTableRowHandleLibrary_GetSkyDomeDataTable Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceTableRowHandleLibrary.GetSkyLightDataTable // (Final, Native, Static, Public) // Parameters: // class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UDataTable* UNoceTableRowHandleLibrary::GetSkyLightDataTable() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceTableRowHandleLibrary", "GetSkyLightDataTable"); Params::NoceTableRowHandleLibrary_GetSkyLightDataTable Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceTableRowHandleLibrary.GetSSFSDataTable // (Final, Native, Static, Public) // Parameters: // class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UDataTable* UNoceTableRowHandleLibrary::GetSSFSDataTable() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceTableRowHandleLibrary", "GetSSFSDataTable"); Params::NoceTableRowHandleLibrary_GetSSFSDataTable Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceTableRowHandleLibrary.GetSweetLightDataTable // (Final, Native, Static, Public) // Parameters: // class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UDataTable* UNoceTableRowHandleLibrary::GetSweetLightDataTable() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceTableRowHandleLibrary", "GetSweetLightDataTable"); Params::NoceTableRowHandleLibrary_GetSweetLightDataTable Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceTableRowHandleLibrary.GetTutorialDataTable // (Final, Native, Static, Public) // Parameters: // class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UDataTable* UNoceTableRowHandleLibrary::GetTutorialDataTable() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceTableRowHandleLibrary", "GetTutorialDataTable"); Params::NoceTableRowHandleLibrary_GetTutorialDataTable Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceTableRowHandleLibrary.GetVolumetricsFogDataTable // (Final, Native, Static, Public) // Parameters: // class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UDataTable* UNoceTableRowHandleLibrary::GetVolumetricsFogDataTable() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceTableRowHandleLibrary", "GetVolumetricsFogDataTable"); Params::NoceTableRowHandleLibrary_GetVolumetricsFogDataTable Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceTableRowHandleLibrary.GetWeaponDataTable // (Final, Native, Static, Public) // Parameters: // class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UDataTable* UNoceTableRowHandleLibrary::GetWeaponDataTable() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceTableRowHandleLibrary", "GetWeaponDataTable"); Params::NoceTableRowHandleLibrary_GetWeaponDataTable Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceTableRowHandleLibrary.GetWindDataTable // (Final, Native, Static, Public) // Parameters: // class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UDataTable* UNoceTableRowHandleLibrary::GetWindDataTable() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceTableRowHandleLibrary", "GetWindDataTable"); Params::NoceTableRowHandleLibrary_GetWindDataTable Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceBasePlayerController.IsPlayerReady // (Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceBasePlayerController::IsPlayerReady() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceBasePlayerController", "IsPlayerReady"); Params::NoceBasePlayerController_IsPlayerReady Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceBasePlayerController.OnSettingChanged // (Final, Native, Protected) // Parameters: // class UNoceSystemSaveGame* SystemSave (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceBasePlayerController::OnSettingChanged(class UNoceSystemSaveGame* SystemSave) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceBasePlayerController", "OnSettingChanged"); Params::NoceBasePlayerController_OnSettingChanged Parms{}; Parms.SystemSave = SystemSave; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceBattleDialogComponent.OnGameProgressChanged // (Final, Native, Protected) // Parameters: // const struct FGameplayTag& NewTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceBattleDialogComponent::OnGameProgressChanged(const struct FGameplayTag& NewTag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceBattleDialogComponent", "OnGameProgressChanged"); Params::NoceBattleDialogComponent_OnGameProgressChanged Parms{}; Parms.NewTag = std::move(NewTag); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceBattleDialogComponent.RequestDialog // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName DialogRowName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceBattleDialogComponent::RequestDialog(class FName DialogRowName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceBattleDialogComponent", "RequestDialog"); Params::NoceBattleDialogComponent_RequestDialog Parms{}; Parms.DialogRowName = DialogRowName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceBattlePositionSubsystem.GetDistanceScore // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // float Distance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNoceBattlePositionSubsystem::GetDistanceScore(float Distance) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceBattlePositionSubsystem", "GetDistanceScore"); Params::NoceBattlePositionSubsystem_GetDistanceScore Parms{}; Parms.Distance = Distance; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceBattlePositionSubsystem.GetDistanceScoreByLocation // (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure) // Parameters: // const struct FVector& v1 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FVector* v2 (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNoceBattlePositionSubsystem::GetDistanceScoreByLocation(const struct FVector& v1, struct FVector* v2) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceBattlePositionSubsystem", "GetDistanceScoreByLocation"); Params::NoceBattlePositionSubsystem_GetDistanceScoreByLocation Parms{}; Parms.v1 = std::move(v1); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (v2 != nullptr) *v2 = std::move(Parms.v2); return Parms.ReturnValue; } // Function GameNoce.NoceBattlePositionSubsystem.IsSystemEnabled // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceBattlePositionSubsystem::IsSystemEnabled() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceBattlePositionSubsystem", "IsSystemEnabled"); Params::NoceBattlePositionSubsystem_IsSystemEnabled Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceBattlePositionSubsystem.IsSystemOperating // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceBattlePositionSubsystem::IsSystemOperating() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceBattlePositionSubsystem", "IsSystemOperating"); Params::NoceBattlePositionSubsystem_IsSystemOperating Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceBattlePositionSubsystem.OnPlayerEnterEvent // (Final, Native, Protected) void UNoceBattlePositionSubsystem::OnPlayerEnterEvent() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceBattlePositionSubsystem", "OnPlayerEnterEvent"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceBattlePositionSubsystem.OnPlayerExitEvent // (Final, Native, Protected) void UNoceBattlePositionSubsystem::OnPlayerExitEvent() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceBattlePositionSubsystem", "OnPlayerExitEvent"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceBattlePositionSubsystem.OnSystemEnabledChanged // (Event, Protected, BlueprintEvent) // Parameters: // bool NewValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceBattlePositionSubsystem::OnSystemEnabledChanged(bool NewValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceBattlePositionSubsystem", "OnSystemEnabledChanged"); Params::NoceBattlePositionSubsystem_OnSystemEnabledChanged Parms{}; Parms.NewValue = NewValue; UObject::ProcessEvent(Func, &Parms); } // Function GameNoce.NoceBattlePositionSubsystem.SetDevForceOperating // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceBattlePositionSubsystem::SetDevForceOperating(bool InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceBattlePositionSubsystem", "SetDevForceOperating"); Params::NoceBattlePositionSubsystem_SetDevForceOperating Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceBattlePositionSubsystem.SetSystemEnabled // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool IsForce (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceBattlePositionSubsystem::SetSystemEnabled(bool InValue, bool IsForce) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceBattlePositionSubsystem", "SetSystemEnabled"); Params::NoceBattlePositionSubsystem_SetSystemEnabled Parms{}; Parms.InValue = InValue; Parms.IsForce = IsForce; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceRegistryFunctionLibrary.GetGamepadType // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // ENoceInputDeviceType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENoceInputDeviceType UNoceRegistryFunctionLibrary::GetGamepadType() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceRegistryFunctionLibrary", "GetGamepadType"); Params::NoceRegistryFunctionLibrary_GetGamepadType Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceBinkSubsystem.PreloadBinkVideo_BP // (Event, Public, HasOutParams, BlueprintEvent) // Parameters: // const struct FNoceBinkPreloadData& InData (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) void UNoceBinkSubsystem::PreloadBinkVideo_BP(const struct FNoceBinkPreloadData& InData) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceBinkSubsystem", "PreloadBinkVideo_BP"); Params::NoceBinkSubsystem_PreloadBinkVideo_BP Parms{}; Parms.InData = std::move(InData); UObject::ProcessEvent(Func, &Parms); } // Function GameNoce.NoceShortcutItemWidget.DirectUse // (Event, Public, BlueprintCallable, BlueprintEvent) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceShortcutItemWidget::DirectUse() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceShortcutItemWidget", "DirectUse"); Params::NoceShortcutItemWidget_DirectUse Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function GameNoce.NoceBodyPartGroupComponent.AddActiveGroups // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const TArray& InGroupNames (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) void UNoceBodyPartGroupComponent::AddActiveGroups(const TArray& InGroupNames) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceBodyPartGroupComponent", "AddActiveGroups"); Params::NoceBodyPartGroupComponent_AddActiveGroups Parms{}; Parms.InGroupNames = std::move(InGroupNames); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceBodyPartGroupComponent.CostBodyPartGroupHealth // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // bool DebugLog (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName InBodyPartGroupName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool InIsLimitHealth (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool* OutIsBreak (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool* OutIsDamageToHealth (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceBodyPartGroupComponent::CostBodyPartGroupHealth(bool DebugLog, class FName InBodyPartGroupName, float InValue, bool InIsLimitHealth, bool* OutIsBreak, bool* OutIsDamageToHealth) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceBodyPartGroupComponent", "CostBodyPartGroupHealth"); Params::NoceBodyPartGroupComponent_CostBodyPartGroupHealth Parms{}; Parms.DebugLog = DebugLog; Parms.InBodyPartGroupName = InBodyPartGroupName; Parms.InValue = InValue; Parms.InIsLimitHealth = InIsLimitHealth; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutIsBreak != nullptr) *OutIsBreak = Parms.OutIsBreak; if (OutIsDamageToHealth != nullptr) *OutIsDamageToHealth = Parms.OutIsDamageToHealth; } // Function GameNoce.NoceBodyPartGroupComponent.GetActiveGroupsString // (Final, Native, Public, BlueprintCallable) // Parameters: // class FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) class FString UNoceBodyPartGroupComponent::GetActiveGroupsString() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceBodyPartGroupComponent", "GetActiveGroupsString"); Params::NoceBodyPartGroupComponent_GetActiveGroupsString Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceBodyPartGroupComponent.PrintActiveGroups // (Final, Native, Public, BlueprintCallable) void UNoceBodyPartGroupComponent::PrintActiveGroups() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceBodyPartGroupComponent", "PrintActiveGroups"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceBodyPartGroupComponent.RemoveActiveGroups // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const TArray& InGroupNames (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) void UNoceBodyPartGroupComponent::RemoveActiveGroups(const TArray& InGroupNames) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceBodyPartGroupComponent", "RemoveActiveGroups"); Params::NoceBodyPartGroupComponent_RemoveActiveGroups Parms{}; Parms.InGroupNames = std::move(InGroupNames); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceBodyPartGroupComponent.RemoveAllActiveGroups // (Final, Native, Public, BlueprintCallable) void UNoceBodyPartGroupComponent::RemoveAllActiveGroups() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceBodyPartGroupComponent", "RemoveAllActiveGroups"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceBodyPartGroupComponent.ResetBodyPartGroupHealthToMax // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName InBodyPartGroupName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceBodyPartGroupComponent::ResetBodyPartGroupHealthToMax(class FName InBodyPartGroupName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceBodyPartGroupComponent", "ResetBodyPartGroupHealthToMax"); Params::NoceBodyPartGroupComponent_ResetBodyPartGroupHealthToMax Parms{}; Parms.InBodyPartGroupName = InBodyPartGroupName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSuperArmorComponent.EndSuperArmor // (Final, Native, Public, BlueprintCallable) void UNoceSuperArmorComponent::EndSuperArmor() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSuperArmorComponent", "EndSuperArmor"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSuperArmorComponent.IsSuperArmor // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceSuperArmorComponent::IsSuperArmor() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSuperArmorComponent", "IsSuperArmor"); Params::NoceSuperArmorComponent_IsSuperArmor Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSuperArmorComponent.StartSuperArmor // (Final, Native, Public, BlueprintCallable) void UNoceSuperArmorComponent::StartSuperArmor() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSuperArmorComponent", "StartSuperArmor"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCharacter.AddPushOffset // (Final, Native, Public, HasDefaults, BlueprintCallable) // Parameters: // const struct FVector& InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceCharacter::AddPushOffset(const struct FVector& InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCharacter", "AddPushOffset"); Params::NoceCharacter_AddPushOffset Parms{}; Parms.InValue = std::move(InValue); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCharacter.CheckNoHealthLoss // (Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceCharacter::CheckNoHealthLoss() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCharacter", "CheckNoHealthLoss"); Params::NoceCharacter_CheckNoHealthLoss Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceCharacter.CreateCineActorComponent // (Final, Native, Public, BlueprintCallable) // Parameters: // const TArray& InTags (Parm, ZeroConstructor, NativeAccessSpecifierPublic) // const struct FNoceCineActorSeqStopData& CineCharSetting (Parm, NoDestructor, NativeAccessSpecifierPublic) void ANoceCharacter::CreateCineActorComponent(const TArray& InTags, const struct FNoceCineActorSeqStopData& CineCharSetting) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCharacter", "CreateCineActorComponent"); Params::NoceCharacter_CreateCineActorComponent Parms{}; Parms.InTags = std::move(InTags); Parms.CineCharSetting = std::move(CineCharSetting); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCharacter.Die // (Native, Public, BlueprintCallable) void ANoceCharacter::Die() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCharacter", "Die"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCharacter.DisplayDebug_BP // (Event, Protected, HasOutParams, BlueprintEvent) // Parameters: // class UCanvas* Canvas (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float& YL (Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float& YPos (Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceCharacter::DisplayDebug_BP(class UCanvas* Canvas, float& YL, float& YPos) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCharacter", "DisplayDebug_BP"); Params::NoceCharacter_DisplayDebug_BP Parms{}; Parms.Canvas = Canvas; Parms.YL = YL; Parms.YPos = YPos; UObject::ProcessEvent(Func, &Parms); YL = Parms.YL; YPos = Parms.YPos; } // Function GameNoce.NoceCharacter.GetARandomCharMeshType // (Final, Native, Protected, BlueprintCallable) // Parameters: // const TArray& ForbiddenNames (Parm, ZeroConstructor, NativeAccessSpecifierPublic) // class FName ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class FName ANoceCharacter::GetARandomCharMeshType(const TArray& ForbiddenNames) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCharacter", "GetARandomCharMeshType"); Params::NoceCharacter_GetARandomCharMeshType Parms{}; Parms.ForbiddenNames = std::move(ForbiddenNames); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceCharacter.GetCharacterName // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FName ReturnValue (ConstParm, Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) const class FName ANoceCharacter::GetCharacterName() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCharacter", "GetCharacterName"); Params::NoceCharacter_GetCharacterName Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceCharacter.GetCharMeshTypeComment // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const class FName& InRowName (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) class FString ANoceCharacter::GetCharMeshTypeComment(const class FName& InRowName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCharacter", "GetCharMeshTypeComment"); Params::NoceCharacter_GetCharMeshTypeComment Parms{}; Parms.InRowName = InRowName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceCharacter.GetCharMeshTypeRowNames // (Final, Native, Public, BlueprintCallable) // Parameters: // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray ANoceCharacter::GetCharMeshTypeRowNames() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCharacter", "GetCharMeshTypeRowNames"); Params::NoceCharacter_GetCharMeshTypeRowNames Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceCharacter.GetCurrentWeapon // (Native, Event, Public, BlueprintCallable, BlueprintEvent) // Parameters: // class ANoceWeapon* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class ANoceWeapon* ANoceCharacter::GetCurrentWeapon() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCharacter", "GetCurrentWeapon"); Params::NoceCharacter_GetCurrentWeapon Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceCharacter.GetDieCount // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 ANoceCharacter::GetDieCount() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCharacter", "GetDieCount"); Params::NoceCharacter_GetDieCount Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceCharacter.GetEnablePushOffset // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceCharacter::GetEnablePushOffset() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCharacter", "GetEnablePushOffset"); Params::NoceCharacter_GetEnablePushOffset Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceCharacter.GetHair // (Final, Native, Public, BlueprintCallable) // Parameters: // class USkeletalMeshComponent* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class USkeletalMeshComponent* ANoceCharacter::GetHair() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCharacter", "GetHair"); Params::NoceCharacter_GetHair Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceCharacter.GetHead // (Final, Native, Public, BlueprintCallable) // Parameters: // class USkeletalMeshComponent* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class USkeletalMeshComponent* ANoceCharacter::GetHead() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCharacter", "GetHead"); Params::NoceCharacter_GetHead Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceCharacter.GetLogicalName // (Native, Public, BlueprintCallable) // Parameters: // const class FName ReturnValue (ConstParm, Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) const class FName ANoceCharacter::GetLogicalName() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCharacter", "GetLogicalName"); Params::NoceCharacter_GetLogicalName Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceCharacter.GetSecondsScineBeginPlay // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // double ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) double ANoceCharacter::GetSecondsScineBeginPlay() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCharacter", "GetSecondsScineBeginPlay"); Params::NoceCharacter_GetSecondsScineBeginPlay Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceCharacter.GetSoundComponent // (Native, Public, BlueprintCallable) // Parameters: // class UNeoAudioSoundComponent* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UNeoAudioSoundComponent* ANoceCharacter::GetSoundComponent() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCharacter", "GetSoundComponent"); Params::NoceCharacter_GetSoundComponent Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceCharacter.GetSpawnerLocation // (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure) // Parameters: // struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) struct FVector ANoceCharacter::GetSpawnerLocation() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCharacter", "GetSpawnerLocation"); Params::NoceCharacter_GetSpawnerLocation Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceCharacter.GetSuicideDead // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceCharacter::GetSuicideDead() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCharacter", "GetSuicideDead"); Params::NoceCharacter_GetSuicideDead Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceCharacter.HandleInputAxis // (Final, Native, Protected) // Parameters: // ENoceInputAxis InInputAxis (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceCharacter::HandleInputAxis(ENoceInputAxis InInputAxis, float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCharacter", "HandleInputAxis"); Params::NoceCharacter_HandleInputAxis Parms{}; Parms.InInputAxis = InInputAxis; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCharacter.HasCurrentWeapon // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceCharacter::HasCurrentWeapon() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCharacter", "HasCurrentWeapon"); Params::NoceCharacter_HasCurrentWeapon Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceCharacter.InitSkinnedDecal // (Native, Event, Protected, BlueprintCallable, BlueprintEvent) void ANoceCharacter::InitSkinnedDecal() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCharacter", "InitSkinnedDecal"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCharacter.InitSkinnedDecalForPreview // (Final, Native, Protected, BlueprintCallable) void ANoceCharacter::InitSkinnedDecalForPreview() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCharacter", "InitSkinnedDecalForPreview"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCharacter.IsCurrentlyUnderAttack // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceCharacter::IsCurrentlyUnderAttack() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCharacter", "IsCurrentlyUnderAttack"); Params::NoceCharacter_IsCurrentlyUnderAttack Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceCharacter.IsCurrentWeaponVisible // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceCharacter::IsCurrentWeaponVisible() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCharacter", "IsCurrentWeaponVisible"); Params::NoceCharacter_IsCurrentWeaponVisible Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceCharacter.MoveForward // (Final, Native, Protected, BlueprintCallable) // Parameters: // float Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceCharacter::MoveForward(float Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCharacter", "MoveForward"); Params::NoceCharacter_MoveForward Parms{}; Parms.Value = Value; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCharacter.MoveRight // (Final, Native, Protected, BlueprintCallable) // Parameters: // float Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceCharacter::MoveRight(float Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCharacter", "MoveRight"); Params::NoceCharacter_MoveRight Parms{}; Parms.Value = Value; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCharacter.OnDamaged // (Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const struct FNoceAttackHitResult& AttackHitResult (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic) void ANoceCharacter::OnDamaged(const struct FNoceAttackHitResult& AttackHitResult) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCharacter", "OnDamaged"); Params::NoceCharacter_OnDamaged Parms{}; Parms.AttackHitResult = std::move(AttackHitResult); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCharacter.OnLoadGameSave_BP // (Event, Public, BlueprintEvent) void ANoceCharacter::OnLoadGameSave_BP() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCharacter", "OnLoadGameSave_BP"); UObject::ProcessEvent(Func, nullptr); } // Function GameNoce.NoceCharacter.OnLoadRecord // (Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const struct FNoceCharacterRecord& InRecord (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) void ANoceCharacter::OnLoadRecord(const struct FNoceCharacterRecord& InRecord) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCharacter", "OnLoadRecord"); Params::NoceCharacter_OnLoadRecord Parms{}; Parms.InRecord = std::move(InRecord); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCharacter.OnPostSignificance // (Native, Event, Protected, BlueprintEvent) // Parameters: // class ANoceCharacter* Character (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float Significance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceCharacter::OnPostSignificance(class ANoceCharacter* Character, float Significance) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCharacter", "OnPostSignificance"); Params::NoceCharacter_OnPostSignificance Parms{}; Parms.Character = Character; Parms.Significance = Significance; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCharacter.OnSaveRecord // (Native, Public, BlueprintCallable) // Parameters: // struct FNoceCharacterRecord ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FNoceCharacterRecord ANoceCharacter::OnSaveRecord() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCharacter", "OnSaveRecord"); Params::NoceCharacter_OnSaveRecord Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceCharacter.OnSaveRecord_BP // (Event, Public, BlueprintEvent) void ANoceCharacter::OnSaveRecord_BP() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCharacter", "OnSaveRecord_BP"); UObject::ProcessEvent(Func, nullptr); } // Function GameNoce.NoceCharacter.PlayHeadMontage // (Final, Native, Public, BlueprintCallable) // Parameters: // class UAnimMontage* MontageToPlay (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool StopAllMontages (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ANoceCharacter::PlayHeadMontage(class UAnimMontage* MontageToPlay, bool StopAllMontages) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCharacter", "PlayHeadMontage"); Params::NoceCharacter_PlayHeadMontage Parms{}; Parms.MontageToPlay = MontageToPlay; Parms.StopAllMontages = StopAllMontages; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceCharacter.ProcessCharMeshType_BP // (Event, Protected, HasOutParams, BlueprintEvent) // Parameters: // const struct FNoceCharMeshDataRow& InDataRow (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) void ANoceCharacter::ProcessCharMeshType_BP(const struct FNoceCharMeshDataRow& InDataRow) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCharacter", "ProcessCharMeshType_BP"); Params::NoceCharacter_ProcessCharMeshType_BP Parms{}; Parms.InDataRow = std::move(InDataRow); UObject::ProcessEvent(Func, &Parms); } // Function GameNoce.NoceCharacter.ResetDieCount // (Final, Native, Public, BlueprintCallable) void ANoceCharacter::ResetDieCount() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCharacter", "ResetDieCount"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCharacter.Revive // (Native, Public, BlueprintCallable) void ANoceCharacter::Revive() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCharacter", "Revive"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCharacter.SetArmor // (Final, Native, Public, BlueprintCallable) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceCharacter::SetArmor(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCharacter", "SetArmor"); Params::NoceCharacter_SetArmor Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCharacter.SetAutoAdjustWalkSpeed // (Final, Native, Public, BlueprintCallable) // Parameters: // bool Enable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceCharacter::SetAutoAdjustWalkSpeed(bool Enable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCharacter", "SetAutoAdjustWalkSpeed"); Params::NoceCharacter_SetAutoAdjustWalkSpeed Parms{}; Parms.Enable = Enable; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCharacter.SetHeadTracking // (Final, Native, Public, BlueprintCallable) // Parameters: // bool bEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceCharacter::SetHeadTracking(bool bEnable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCharacter", "SetHeadTracking"); Params::NoceCharacter_SetHeadTracking Parms{}; Parms.bEnable = bEnable; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCharacter.SetHealth // (Final, Native, Public, BlueprintCallable) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceCharacter::SetHealth(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCharacter", "SetHealth"); Params::NoceCharacter_SetHealth Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCharacter.SetHealthByRatio // (Final, Native, Public, BlueprintCallable) // Parameters: // float InRatio (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceCharacter::SetHealthByRatio(float InRatio) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCharacter", "SetHealthByRatio"); Params::NoceCharacter_SetHealthByRatio Parms{}; Parms.InRatio = InRatio; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCharacter.SetPushOffset // (Final, Native, Public, HasDefaults, BlueprintCallable) // Parameters: // const struct FVector& InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceCharacter::SetPushOffset(const struct FVector& InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCharacter", "SetPushOffset"); Params::NoceCharacter_SetPushOffset Parms{}; Parms.InValue = std::move(InValue); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCharacter.SetPushOffsetEnable // (Final, Native, Public, BlueprintCallable) // Parameters: // bool bEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceCharacter::SetPushOffsetEnable(bool bEnable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCharacter", "SetPushOffsetEnable"); Params::NoceCharacter_SetPushOffsetEnable Parms{}; Parms.bEnable = bEnable; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCharacter.SetSpawner // (Final, Native, Public, BlueprintCallable) // Parameters: // class ANoceAISpawner* Spawner (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceCharacter::SetSpawner(class ANoceAISpawner* Spawner) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCharacter", "SetSpawner"); Params::NoceCharacter_SetSpawner Parms{}; Parms.Spawner = Spawner; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCharacter.SetSpawnMontagePlayed // (Final, Native, Public, BlueprintCallable) // Parameters: // bool bPlayed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceCharacter::SetSpawnMontagePlayed(bool bPlayed) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCharacter", "SetSpawnMontagePlayed"); Params::NoceCharacter_SetSpawnMontagePlayed Parms{}; Parms.bPlayed = bPlayed; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCharacter.SetSuicideDead // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceCharacter::SetSuicideDead(bool InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCharacter", "SetSuicideDead"); Params::NoceCharacter_SetSuicideDead Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCharacter.SwitchToRunSpeed // (Event, Public, BlueprintCallable, BlueprintEvent) // Parameters: // bool Enable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceCharacter::SwitchToRunSpeed(bool Enable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCharacter", "SwitchToRunSpeed"); Params::NoceCharacter_SwitchToRunSpeed Parms{}; Parms.Enable = Enable; UObject::ProcessEvent(Func, &Parms); } // Function GameNoce.NoceCharacter.TryLoadRecord // (Native, Public, BlueprintCallable) void ANoceCharacter::TryLoadRecord() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCharacter", "TryLoadRecord"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCharacter.UpdateCharMeshType // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const class FName& InRowName (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bForceUpdate (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceCharacter::UpdateCharMeshType(const class FName& InRowName, bool bForceUpdate) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCharacter", "UpdateCharMeshType"); Params::NoceCharacter_UpdateCharMeshType Parms{}; Parms.InRowName = InRowName; Parms.bForceUpdate = bForceUpdate; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceCharacter.GetAbilityLevel // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // ENoceAbilityInputID AbilityID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ANoceCharacter::GetAbilityLevel(ENoceAbilityInputID AbilityID) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCharacter", "GetAbilityLevel"); Params::NoceCharacter_GetAbilityLevel Parms{}; Parms.AbilityID = AbilityID; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceCharacter.GetArmor // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ANoceCharacter::GetArmor() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCharacter", "GetArmor"); Params::NoceCharacter_GetArmor Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceCharacter.GetCharacterLevel // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ANoceCharacter::GetCharacterLevel() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCharacter", "GetCharacterLevel"); Params::NoceCharacter_GetCharacterLevel Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceCharacter.GetCharacterTag // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // struct FGameplayTag ReturnValue (Parm, OutParm, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) struct FGameplayTag ANoceCharacter::GetCharacterTag() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCharacter", "GetCharacterTag"); Params::NoceCharacter_GetCharacterTag Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceCharacter.GetGenericTeamId // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // struct FGenericTeamId ReturnValue (Parm, OutParm, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) struct FGenericTeamId ANoceCharacter::GetGenericTeamId() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCharacter", "GetGenericTeamId"); Params::NoceCharacter_GetGenericTeamId Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceCharacter.GetHealth // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ANoceCharacter::GetHealth() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCharacter", "GetHealth"); Params::NoceCharacter_GetHealth Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceCharacter.GetHealthRatio // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ANoceCharacter::GetHealthRatio() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCharacter", "GetHealthRatio"); Params::NoceCharacter_GetHealthRatio Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceCharacter.GetInitialAttributeLevel // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 ANoceCharacter::GetInitialAttributeLevel() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCharacter", "GetInitialAttributeLevel"); Params::NoceCharacter_GetInitialAttributeLevel Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceCharacter.GetMaxArmor // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ANoceCharacter::GetMaxArmor() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCharacter", "GetMaxArmor"); Params::NoceCharacter_GetMaxArmor Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceCharacter.GetMaxHealth // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ANoceCharacter::GetMaxHealth() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCharacter", "GetMaxHealth"); Params::NoceCharacter_GetMaxHealth Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceCharacter.GetMySpawner // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class ANoceAISpawner* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class ANoceAISpawner* ANoceCharacter::GetMySpawner() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCharacter", "GetMySpawner"); Params::NoceCharacter_GetMySpawner Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceCharacter.IsAlive // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceCharacter::IsAlive() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCharacter", "IsAlive"); Params::NoceCharacter_IsAlive Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceCharacter.IsInLinkConstPosition // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceCharacter::IsInLinkConstPosition() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCharacter", "IsInLinkConstPosition"); Params::NoceCharacter_IsInLinkConstPosition Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceCharacter.IsInLinking // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceCharacter::IsInLinking() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCharacter", "IsInLinking"); Params::NoceCharacter_IsInLinking Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceCharacter.IsInLinkMotion // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceCharacter::IsInLinkMotion() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCharacter", "IsInLinkMotion"); Params::NoceCharacter_IsInLinkMotion Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceCharacter.IsInLinkMotionCoolDown // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceCharacter::IsInLinkMotionCoolDown() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCharacter", "IsInLinkMotionCoolDown"); Params::NoceCharacter_IsInLinkMotionCoolDown Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceCharacter.IsSpawnMontagePlayed // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceCharacter::IsSpawnMontagePlayed() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCharacter", "IsSpawnMontagePlayed"); Params::NoceCharacter_IsSpawnMontagePlayed Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceTutorialSubsystem.CompleteAllTutorial // (Final, Native, Public, BlueprintCallable) void UNoceTutorialSubsystem::CompleteAllTutorial() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTutorialSubsystem", "CompleteAllTutorial"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceTutorialSubsystem.EndTutorial // (Final, Native, Public, BlueprintCallable) // Parameters: // ENoceTutorialType TutorialType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceTutorialSubsystem::EndTutorial(ENoceTutorialType TutorialType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTutorialSubsystem", "EndTutorial"); Params::NoceTutorialSubsystem_EndTutorial Parms{}; Parms.TutorialType = TutorialType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceTutorialSubsystem.EndTutorialByName // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName TutorialName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceTutorialSubsystem::EndTutorialByName(class FName TutorialName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTutorialSubsystem", "EndTutorialByName"); Params::NoceTutorialSubsystem_EndTutorialByName Parms{}; Parms.TutorialName = TutorialName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceTutorialSubsystem.EndTutorialByRowHandle // (Final, Native, Public, BlueprintCallable) // Parameters: // const struct FNoceTutorialDataRowHandle&RowHandle (Parm, NoDestructor, NativeAccessSpecifierPublic) void UNoceTutorialSubsystem::EndTutorialByRowHandle(const struct FNoceTutorialDataRowHandle& RowHandle) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTutorialSubsystem", "EndTutorialByRowHandle"); Params::NoceTutorialSubsystem_EndTutorialByRowHandle Parms{}; Parms.RowHandle = std::move(RowHandle); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceTutorialSubsystem.InitializeData // (Final, Native, Public, BlueprintCallable) void UNoceTutorialSubsystem::InitializeData() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTutorialSubsystem", "InitializeData"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceTutorialSubsystem.IsClearAll // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceTutorialSubsystem::IsClearAll() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTutorialSubsystem", "IsClearAll"); Params::NoceTutorialSubsystem_IsClearAll Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceTutorialSubsystem.IsCleared // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // ENoceTutorialType TutorialType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceTutorialSubsystem::IsCleared(ENoceTutorialType TutorialType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTutorialSubsystem", "IsCleared"); Params::NoceTutorialSubsystem_IsCleared Parms{}; Parms.TutorialType = TutorialType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceTutorialSubsystem.IsInProgress // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // ENoceTutorialType TutorialType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceTutorialSubsystem::IsInProgress(ENoceTutorialType TutorialType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTutorialSubsystem", "IsInProgress"); Params::NoceTutorialSubsystem_IsInProgress Parms{}; Parms.TutorialType = TutorialType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceTutorialSubsystem.StartTutorial // (Final, Native, Public, BlueprintCallable) // Parameters: // ENoceTutorialType TutorialType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceTutorialSubsystem::StartTutorial(ENoceTutorialType TutorialType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTutorialSubsystem", "StartTutorial"); Params::NoceTutorialSubsystem_StartTutorial Parms{}; Parms.TutorialType = TutorialType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceTutorialSubsystem.StartTutorialByName // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName TutorialName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceTutorialSubsystem::StartTutorialByName(class FName TutorialName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTutorialSubsystem", "StartTutorialByName"); Params::NoceTutorialSubsystem_StartTutorialByName Parms{}; Parms.TutorialName = TutorialName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceTutorialSubsystem.StartTutorialByRowHandle // (Final, Native, Public, BlueprintCallable) // Parameters: // const struct FNoceTutorialDataRowHandle&RowHandle (Parm, NoDestructor, NativeAccessSpecifierPublic) void UNoceTutorialSubsystem::StartTutorialByRowHandle(const struct FNoceTutorialDataRowHandle& RowHandle) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTutorialSubsystem", "StartTutorialByRowHandle"); Params::NoceTutorialSubsystem_StartTutorialByRowHandle Parms{}; Parms.RowHandle = std::move(RowHandle); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCharacterMovementComponent.SetMoveSpeedRatio // (Final, Native, Public, BlueprintCallable) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCharacterMovementComponent::SetMoveSpeedRatio(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCharacterMovementComponent", "SetMoveSpeedRatio"); Params::NoceCharacterMovementComponent_SetMoveSpeedRatio Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceWepShortcutItemWidget.SetWeapon // (Event, Public, BlueprintCallable, BlueprintEvent) // Parameters: // class FName ID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InDurability (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceWepShortcutItemWidget::SetWeapon(class FName ID, float InDurability) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWepShortcutItemWidget", "SetWeapon"); Params::NoceWepShortcutItemWidget_SetWeapon Parms{}; Parms.ID = ID; Parms.InDurability = InDurability; UObject::ProcessEvent(Func, &Parms); } // Function GameNoce.NoceCheatActivityExtension.Debug_CancelAndHideActivity // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatActivityExtension::Debug_CancelAndHideActivity() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatActivityExtension", "Debug_CancelAndHideActivity"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatActivityExtension.Debug_CompleteAndHideActivity // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatActivityExtension::Debug_CompleteAndHideActivity() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatActivityExtension", "Debug_CompleteAndHideActivity"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatActivityExtension.Debug_EndActivity // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatActivityExtension::Debug_EndActivity() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatActivityExtension", "Debug_EndActivity"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatActivityExtension.Debug_HideAllActivities // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatActivityExtension::Debug_HideAllActivities() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatActivityExtension", "Debug_HideAllActivities"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatActivityExtension.Debug_ResetAllActivities // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatActivityExtension::Debug_ResetAllActivities() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatActivityExtension", "Debug_ResetAllActivities"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatActivityExtension.Debug_ResumeActivity // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatActivityExtension::Debug_ResumeActivity() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatActivityExtension", "Debug_ResumeActivity"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatActivityExtension.Debug_SetActivityAvailabilityChange // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatActivityExtension::Debug_SetActivityAvailabilityChange() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatActivityExtension", "Debug_SetActivityAvailabilityChange"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatActivityExtension.Debug_SetUpdateProgressType // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // int32 InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatActivityExtension::Debug_SetUpdateProgressType(int32 InType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatActivityExtension", "Debug_SetUpdateProgressType"); Params::NoceCheatActivityExtension_Debug_SetUpdateProgressType Parms{}; Parms.InType = InType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatActivityExtension.Debug_ShowActivityDebugInfo // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool IsShow (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatActivityExtension::Debug_ShowActivityDebugInfo(bool IsShow) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatActivityExtension", "Debug_ShowActivityDebugInfo"); Params::NoceCheatActivityExtension_Debug_ShowActivityDebugInfo Parms{}; Parms.IsShow = IsShow; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatActivityExtension.Debug_StartActivity // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatActivityExtension::Debug_StartActivity() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatActivityExtension", "Debug_StartActivity"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatActivityExtension.Debug_StartAndShowActivity // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatActivityExtension::Debug_StartAndShowActivity() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatActivityExtension", "Debug_StartAndShowActivity"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatActivityExtension.Debug_TrimActivityLog // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatActivityExtension::Debug_TrimActivityLog() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatActivityExtension", "Debug_TrimActivityLog"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatActivityExtension.Debug_UpdateActivitiesByCurrentProgress // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatActivityExtension::Debug_UpdateActivitiesByCurrentProgress() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatActivityExtension", "Debug_UpdateActivitiesByCurrentProgress"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatActivityExtension.GetActivityAvailibities // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNoceCheatActivityExtension::GetActivityAvailibities(int32 Index_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatActivityExtension", "GetActivityAvailibities"); Params::NoceCheatActivityExtension_GetActivityAvailibities Parms{}; Parms.Index_0 = Index_0; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceCheatActivityExtension.GetActivityIDs // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNoceCheatActivityExtension::GetActivityIDs(int32 Index_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatActivityExtension", "GetActivityIDs"); Params::NoceCheatActivityExtension_GetActivityIDs Parms{}; Parms.Index_0 = Index_0; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceCheatActivityExtension.GetActivityOutcomes // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNoceCheatActivityExtension::GetActivityOutcomes(int32 Index_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatActivityExtension", "GetActivityOutcomes"); Params::NoceCheatActivityExtension_GetActivityOutcomes Parms{}; Parms.Index_0 = Index_0; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceCheatActivityExtension.GetChapters // (Final, Native, Public) // Parameters: // int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNoceCheatActivityExtension::GetChapters(int32 Index_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatActivityExtension", "GetChapters"); Params::NoceCheatActivityExtension_GetChapters Parms{}; Parms.Index_0 = Index_0; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceCheatActivityExtension.GetResumeActions // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNoceCheatActivityExtension::GetResumeActions(int32 Index_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatActivityExtension", "GetResumeActions"); Params::NoceCheatActivityExtension_GetResumeActions Parms{}; Parms.Index_0 = Index_0; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceCheatActivityExtension.OnCancelAndHideActivityWindowDecided // (Final, Native, Public) // Parameters: // const struct FNeoCheatPopWindowOutputParam&Result (Parm, NativeAccessSpecifierPublic) void UNoceCheatActivityExtension::OnCancelAndHideActivityWindowDecided(const struct FNeoCheatPopWindowOutputParam& Result) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatActivityExtension", "OnCancelAndHideActivityWindowDecided"); Params::NoceCheatActivityExtension_OnCancelAndHideActivityWindowDecided Parms{}; Parms.Result = std::move(Result); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatActivityExtension.OnCompleteAndHideActivityWindowDecided // (Final, Native, Public) // Parameters: // const struct FNeoCheatPopWindowOutputParam&Result (Parm, NativeAccessSpecifierPublic) void UNoceCheatActivityExtension::OnCompleteAndHideActivityWindowDecided(const struct FNeoCheatPopWindowOutputParam& Result) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatActivityExtension", "OnCompleteAndHideActivityWindowDecided"); Params::NoceCheatActivityExtension_OnCompleteAndHideActivityWindowDecided Parms{}; Parms.Result = std::move(Result); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatActivityExtension.OnEndActivityWindowDecided // (Final, Native, Public) // Parameters: // const struct FNeoCheatPopWindowOutputParam&Result (Parm, NativeAccessSpecifierPublic) void UNoceCheatActivityExtension::OnEndActivityWindowDecided(const struct FNeoCheatPopWindowOutputParam& Result) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatActivityExtension", "OnEndActivityWindowDecided"); Params::NoceCheatActivityExtension_OnEndActivityWindowDecided Parms{}; Parms.Result = std::move(Result); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatActivityExtension.OnResumeActivityWindowDecided // (Final, Native, Public) // Parameters: // const struct FNeoCheatPopWindowOutputParam&Result (Parm, NativeAccessSpecifierPublic) void UNoceCheatActivityExtension::OnResumeActivityWindowDecided(const struct FNeoCheatPopWindowOutputParam& Result) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatActivityExtension", "OnResumeActivityWindowDecided"); Params::NoceCheatActivityExtension_OnResumeActivityWindowDecided Parms{}; Parms.Result = std::move(Result); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatActivityExtension.OnSetActivityAvailabilityChangeWindowDecided // (Final, Native, Public) // Parameters: // const struct FNeoCheatPopWindowOutputParam&Result (Parm, NativeAccessSpecifierPublic) void UNoceCheatActivityExtension::OnSetActivityAvailabilityChangeWindowDecided(const struct FNeoCheatPopWindowOutputParam& Result) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatActivityExtension", "OnSetActivityAvailabilityChangeWindowDecided"); Params::NoceCheatActivityExtension_OnSetActivityAvailabilityChangeWindowDecided Parms{}; Parms.Result = std::move(Result); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatActivityExtension.OnStartActivityWindowDecided // (Final, Native, Public) // Parameters: // const struct FNeoCheatPopWindowOutputParam&Result (Parm, NativeAccessSpecifierPublic) void UNoceCheatActivityExtension::OnStartActivityWindowDecided(const struct FNeoCheatPopWindowOutputParam& Result) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatActivityExtension", "OnStartActivityWindowDecided"); Params::NoceCheatActivityExtension_OnStartActivityWindowDecided Parms{}; Parms.Result = std::move(Result); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatActivityExtension.OnStartAndShowActivityWindowDecided // (Final, Native, Public) // Parameters: // const struct FNeoCheatPopWindowOutputParam&Result (Parm, NativeAccessSpecifierPublic) void UNoceCheatActivityExtension::OnStartAndShowActivityWindowDecided(const struct FNeoCheatPopWindowOutputParam& Result) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatActivityExtension", "OnStartAndShowActivityWindowDecided"); Params::NoceCheatActivityExtension_OnStartAndShowActivityWindowDecided Parms{}; Parms.Result = std::move(Result); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatAudioExtension.DrawEnvImpactSound // (Exec, Event, Public, BlueprintEvent) // Parameters: // bool Show (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatAudioExtension::DrawEnvImpactSound(bool Show) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatAudioExtension", "DrawEnvImpactSound"); Params::NoceCheatAudioExtension_DrawEnvImpactSound Parms{}; Parms.Show = Show; UObject::ProcessEvent(Func, &Parms); } // Function GameNoce.NoceCheatAudioExtension.DrawEventDistance // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool Show (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatAudioExtension::DrawEventDistance(bool Show) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatAudioExtension", "DrawEventDistance"); Params::NoceCheatAudioExtension_DrawEventDistance Parms{}; Parms.Show = Show; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatAudioExtension.DrawEventPosition // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool Show (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatAudioExtension::DrawEventPosition(bool Show) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatAudioExtension", "DrawEventPosition"); Params::NoceCheatAudioExtension_DrawEventPosition Parms{}; Parms.Show = Show; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatAudioExtension.DrawEventSphere // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool Show (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatAudioExtension::DrawEventSphere(bool Show) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatAudioExtension", "DrawEventSphere"); Params::NoceCheatAudioExtension_DrawEventSphere Parms{}; Parms.Show = Show; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatAudioExtension.DrawListener // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool Show (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatAudioExtension::DrawListener(bool Show) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatAudioExtension", "DrawListener"); Params::NoceCheatAudioExtension_DrawListener Parms{}; Parms.Show = Show; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatAudioExtension.DrawPostedEvents // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool Show (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatAudioExtension::DrawPostedEvents(bool Show) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatAudioExtension", "DrawPostedEvents"); Params::NoceCheatAudioExtension_DrawPostedEvents Parms{}; Parms.Show = Show; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatAudioExtension.HideInvalidStateValue // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool Hide (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatAudioExtension::HideInvalidStateValue(bool Hide) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatAudioExtension", "HideInvalidStateValue"); Params::NoceCheatAudioExtension_HideInvalidStateValue Parms{}; Parms.Hide = Hide; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatAudioExtension.ShowStateMonitor // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool Show (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatAudioExtension::ShowStateMonitor(bool Show) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatAudioExtension", "ShowStateMonitor"); Params::NoceCheatAudioExtension_ShowStateMonitor Parms{}; Parms.Show = Show; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceTerritoryVolume.IsInVolume // (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure) // Parameters: // const struct FVector& CheckLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceTerritoryVolume::IsInVolume(const struct FVector& CheckLocation) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTerritoryVolume", "IsInVolume"); Params::NoceTerritoryVolume_IsInVolume Parms{}; Parms.CheckLocation = std::move(CheckLocation); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceCheatChunkExtension.CheckByRowNameAndType // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatChunkExtension::CheckByRowNameAndType() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatChunkExtension", "CheckByRowNameAndType"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatChunkExtension.CheckChunkAndDLC // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatChunkExtension::CheckChunkAndDLC() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatChunkExtension", "CheckChunkAndDLC"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatChunkExtension.Debug_IsShowDebugDataInfo // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool InIsShow (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatChunkExtension::Debug_IsShowDebugDataInfo(bool InIsShow) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatChunkExtension", "Debug_IsShowDebugDataInfo"); Params::NoceCheatChunkExtension_Debug_IsShowDebugDataInfo Parms{}; Parms.InIsShow = InIsShow; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatChunkExtension.Debug_Login // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatChunkExtension::Debug_Login() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatChunkExtension", "Debug_Login"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatChunkExtension.Debug_Logout // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatChunkExtension::Debug_Logout() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatChunkExtension", "Debug_Logout"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatChunkExtension.Debug_SetUsingDebugData // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool InIsEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatChunkExtension::Debug_SetUsingDebugData(bool InIsEnable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatChunkExtension", "Debug_SetUsingDebugData"); Params::NoceCheatChunkExtension_Debug_SetUsingDebugData Parms{}; Parms.InIsEnable = InIsEnable; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatChunkExtension.Debug_StartQueryDLC // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatChunkExtension::Debug_StartQueryDLC() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatChunkExtension", "Debug_StartQueryDLC"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatChunkExtension.Debug_StopQueryDLC // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatChunkExtension::Debug_StopQueryDLC() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatChunkExtension", "Debug_StopQueryDLC"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatChunkExtension.Debug_UpdateDebugChunkData // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatChunkExtension::Debug_UpdateDebugChunkData() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatChunkExtension", "Debug_UpdateDebugChunkData"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatChunkExtension.GetChunkActionNames // (Final, Native, Public) // Parameters: // int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNoceCheatChunkExtension::GetChunkActionNames(int32 Index_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatChunkExtension", "GetChunkActionNames"); Params::NoceCheatChunkExtension_GetChunkActionNames Parms{}; Parms.Index_0 = Index_0; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceCheatChunkExtension.GetChunkRowNames // (Final, Native, Public) // Parameters: // int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNoceCheatChunkExtension::GetChunkRowNames(int32 Index_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatChunkExtension", "GetChunkRowNames"); Params::NoceCheatChunkExtension_GetChunkRowNames Parms{}; Parms.Index_0 = Index_0; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceCheatChunkExtension.GetChunkTypeNames // (Final, Native, Public) // Parameters: // int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNoceCheatChunkExtension::GetChunkTypeNames(int32 Index_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatChunkExtension", "GetChunkTypeNames"); Params::NoceCheatChunkExtension_GetChunkTypeNames Parms{}; Parms.Index_0 = Index_0; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceCheatChunkExtension.OnCheckByRowNameAndTypeWindowDecided // (Final, Native, Public) // Parameters: // const struct FNeoCheatPopWindowOutputParam&Result (Parm, NativeAccessSpecifierPublic) void UNoceCheatChunkExtension::OnCheckByRowNameAndTypeWindowDecided(const struct FNeoCheatPopWindowOutputParam& Result) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatChunkExtension", "OnCheckByRowNameAndTypeWindowDecided"); Params::NoceCheatChunkExtension_OnCheckByRowNameAndTypeWindowDecided Parms{}; Parms.Result = std::move(Result); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatChunkExtension.OnCheckChunkAndDLCWindowDecided // (Final, Native, Public) // Parameters: // const struct FNeoCheatPopWindowOutputParam&Result (Parm, NativeAccessSpecifierPublic) void UNoceCheatChunkExtension::OnCheckChunkAndDLCWindowDecided(const struct FNeoCheatPopWindowOutputParam& Result) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatChunkExtension", "OnCheckChunkAndDLCWindowDecided"); Params::NoceCheatChunkExtension_OnCheckChunkAndDLCWindowDecided Parms{}; Parms.Result = std::move(Result); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatChunkExtension.OnUpdateDebugChunkDataWindowDecided // (Final, Native, Public) // Parameters: // const struct FNeoCheatPopWindowOutputParam&Result (Parm, NativeAccessSpecifierPublic) void UNoceCheatChunkExtension::OnUpdateDebugChunkDataWindowDecided(const struct FNeoCheatPopWindowOutputParam& Result) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatChunkExtension", "OnUpdateDebugChunkDataWindowDecided"); Params::NoceCheatChunkExtension_OnUpdateDebugChunkDataWindowDecided Parms{}; Parms.Result = std::move(Result); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatInventoryExtension.Debug_AddAllClawAlter // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatInventoryExtension::Debug_AddAllClawAlter() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatInventoryExtension", "Debug_AddAllClawAlter"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatInventoryExtension.Debug_AddAllConsumables // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatInventoryExtension::Debug_AddAllConsumables() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatInventoryExtension", "Debug_AddAllConsumables"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatInventoryExtension.Debug_AddAllKeyItem // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatInventoryExtension::Debug_AddAllKeyItem() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatInventoryExtension", "Debug_AddAllKeyItem"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatInventoryExtension.Debug_AddAllLetter // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatInventoryExtension::Debug_AddAllLetter() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatInventoryExtension", "Debug_AddAllLetter"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatInventoryExtension.Debug_AddAllNotebook // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatInventoryExtension::Debug_AddAllNotebook() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatInventoryExtension", "Debug_AddAllNotebook"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatInventoryExtension.Debug_AddAllOmamoris // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatInventoryExtension::Debug_AddAllOmamoris() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatInventoryExtension", "Debug_AddAllOmamoris"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatInventoryExtension.Debug_AddAllWeapons // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatInventoryExtension::Debug_AddAllWeapons() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatInventoryExtension", "Debug_AddAllWeapons"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatInventoryExtension.Debug_AddAllWeaponsCore // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool AddMainWeapon (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatInventoryExtension::Debug_AddAllWeaponsCore(bool AddMainWeapon) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatInventoryExtension", "Debug_AddAllWeaponsCore"); Params::NoceCheatInventoryExtension_Debug_AddAllWeaponsCore Parms{}; Parms.AddMainWeapon = AddMainWeapon; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatInventoryExtension.Debug_AddConsumableItem // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatInventoryExtension::Debug_AddConsumableItem() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatInventoryExtension", "Debug_AddConsumableItem"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatInventoryExtension.Debug_AddConsumableItemByID // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // class FName ID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 Quantity (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatInventoryExtension::Debug_AddConsumableItemByID(class FName ID, int32 Quantity) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatInventoryExtension", "Debug_AddConsumableItemByID"); Params::NoceCheatInventoryExtension_Debug_AddConsumableItemByID Parms{}; Parms.ID = ID; Parms.Quantity = Quantity; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatInventoryExtension.Debug_AddFaithValue // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // int32 Delta (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatInventoryExtension::Debug_AddFaithValue(int32 Delta) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatInventoryExtension", "Debug_AddFaithValue"); Params::NoceCheatInventoryExtension_Debug_AddFaithValue Parms{}; Parms.Delta = Delta; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatInventoryExtension.Debug_AddKeyItem // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatInventoryExtension::Debug_AddKeyItem() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatInventoryExtension", "Debug_AddKeyItem"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatInventoryExtension.Debug_AddLetter // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatInventoryExtension::Debug_AddLetter() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatInventoryExtension", "Debug_AddLetter"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatInventoryExtension.Debug_AddNotebookID // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatInventoryExtension::Debug_AddNotebookID() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatInventoryExtension", "Debug_AddNotebookID"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatInventoryExtension.Debug_AddOmamori // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatInventoryExtension::Debug_AddOmamori() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatInventoryExtension", "Debug_AddOmamori"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatInventoryExtension.Debug_AddShortcutConsumable // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // int32 InIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 InAddQuantity (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatInventoryExtension::Debug_AddShortcutConsumable(int32 InIndex, int32 InAddQuantity) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatInventoryExtension", "Debug_AddShortcutConsumable"); Params::NoceCheatInventoryExtension_Debug_AddShortcutConsumable Parms{}; Parms.InIndex = InIndex; Parms.InAddQuantity = InAddQuantity; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatInventoryExtension.Debug_AddWeapon // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatInventoryExtension::Debug_AddWeapon() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatInventoryExtension", "Debug_AddWeapon"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatInventoryExtension.Debug_ClearErrorHint // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatInventoryExtension::Debug_ClearErrorHint() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatInventoryExtension", "Debug_ClearErrorHint"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatInventoryExtension.Debug_PrintEma // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatInventoryExtension::Debug_PrintEma() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatInventoryExtension", "Debug_PrintEma"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatInventoryExtension.Debug_RemoveKeyItem // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatInventoryExtension::Debug_RemoveKeyItem() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatInventoryExtension", "Debug_RemoveKeyItem"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatInventoryExtension.Debug_RemoveOmamori // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatInventoryExtension::Debug_RemoveOmamori() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatInventoryExtension", "Debug_RemoveOmamori"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatInventoryExtension.Debug_ReplaceShortcutConsumables // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // int32 InConsumablePageIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 InAddQuantity (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatInventoryExtension::Debug_ReplaceShortcutConsumables(int32 InConsumablePageIndex, int32 InAddQuantity) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatInventoryExtension", "Debug_ReplaceShortcutConsumables"); Params::NoceCheatInventoryExtension_Debug_ReplaceShortcutConsumables Parms{}; Parms.InConsumablePageIndex = InConsumablePageIndex; Parms.InAddQuantity = InAddQuantity; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatInventoryExtension.Debug_ResetAttributeUpgradeLevels // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatInventoryExtension::Debug_ResetAttributeUpgradeLevels() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatInventoryExtension", "Debug_ResetAttributeUpgradeLevels"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatInventoryExtension.Debug_ResetDarkWeaponInventory // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatInventoryExtension::Debug_ResetDarkWeaponInventory() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatInventoryExtension", "Debug_ResetDarkWeaponInventory"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatInventoryExtension.Debug_ResetFogWeaponInventory // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatInventoryExtension::Debug_ResetFogWeaponInventory() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatInventoryExtension", "Debug_ResetFogWeaponInventory"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatInventoryExtension.Debug_ResetInventory // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatInventoryExtension::Debug_ResetInventory() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatInventoryExtension", "Debug_ResetInventory"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatInventoryExtension.Debug_ResetWeaponInventory // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatInventoryExtension::Debug_ResetWeaponInventory() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatInventoryExtension", "Debug_ResetWeaponInventory"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatInventoryExtension.Debug_SetConsumableSlotNum // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // int32 InNewNum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatInventoryExtension::Debug_SetConsumableSlotNum(int32 InNewNum) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatInventoryExtension", "Debug_SetConsumableSlotNum"); Params::NoceCheatInventoryExtension_Debug_SetConsumableSlotNum Parms{}; Parms.InNewNum = InNewNum; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatInventoryExtension.Debug_SetOmamoriSlotNum // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // int32 InNewNum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatInventoryExtension::Debug_SetOmamoriSlotNum(int32 InNewNum) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatInventoryExtension", "Debug_SetOmamoriSlotNum"); Params::NoceCheatInventoryExtension_Debug_SetOmamoriSlotNum Parms{}; Parms.InNewNum = InNewNum; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatInventoryExtension.Debug_SpawnPickup // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatInventoryExtension::Debug_SpawnPickup() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatInventoryExtension", "Debug_SpawnPickup"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatInventoryExtension.GetPickupCategories // (Event, Public, BlueprintEvent) // Parameters: // int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNoceCheatInventoryExtension::GetPickupCategories(int32 Index_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatInventoryExtension", "GetPickupCategories"); Params::NoceCheatInventoryExtension_GetPickupCategories Parms{}; Parms.Index_0 = Index_0; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function GameNoce.NoceCheatInventoryExtension.GetPickupsInCategory // (Event, Public, BlueprintEvent) // Parameters: // int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNoceCheatInventoryExtension::GetPickupsInCategory(int32 Index_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatInventoryExtension", "GetPickupsInCategory"); Params::NoceCheatInventoryExtension_GetPickupsInCategory Parms{}; Parms.Index_0 = Index_0; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function GameNoce.NoceCheatInventoryExtension.OnAddItemWindowDecided // (Final, Native, Public) // Parameters: // const struct FNeoCheatPopWindowOutputParam&Result (Parm, NativeAccessSpecifierPublic) void UNoceCheatInventoryExtension::OnAddItemWindowDecided(const struct FNeoCheatPopWindowOutputParam& Result) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatInventoryExtension", "OnAddItemWindowDecided"); Params::NoceCheatInventoryExtension_OnAddItemWindowDecided Parms{}; Parms.Result = std::move(Result); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatInventoryExtension.OnAddLetterWindowDecided // (Final, Native, Public) // Parameters: // const struct FNeoCheatPopWindowOutputParam&Result (Parm, NativeAccessSpecifierPublic) void UNoceCheatInventoryExtension::OnAddLetterWindowDecided(const struct FNeoCheatPopWindowOutputParam& Result) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatInventoryExtension", "OnAddLetterWindowDecided"); Params::NoceCheatInventoryExtension_OnAddLetterWindowDecided Parms{}; Parms.Result = std::move(Result); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatInventoryExtension.OnAddNotebookIDWindowDecided // (Final, Native, Public) // Parameters: // const struct FNeoCheatPopWindowOutputParam&Result (Parm, NativeAccessSpecifierPublic) void UNoceCheatInventoryExtension::OnAddNotebookIDWindowDecided(const struct FNeoCheatPopWindowOutputParam& Result) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatInventoryExtension", "OnAddNotebookIDWindowDecided"); Params::NoceCheatInventoryExtension_OnAddNotebookIDWindowDecided Parms{}; Parms.Result = std::move(Result); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatInventoryExtension.OnRemoveItemWindowDecided // (Final, Native, Public) // Parameters: // const struct FNeoCheatPopWindowOutputParam&Result (Parm, NativeAccessSpecifierPublic) void UNoceCheatInventoryExtension::OnRemoveItemWindowDecided(const struct FNeoCheatPopWindowOutputParam& Result) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatInventoryExtension", "OnRemoveItemWindowDecided"); Params::NoceCheatInventoryExtension_OnRemoveItemWindowDecided Parms{}; Parms.Result = std::move(Result); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatInventoryExtension.OnSpawnPickupWindowDecided // (Final, Native, Public) // Parameters: // const struct FNeoCheatPopWindowOutputParam&Result (Parm, NativeAccessSpecifierPublic) void UNoceCheatInventoryExtension::OnSpawnPickupWindowDecided(const struct FNeoCheatPopWindowOutputParam& Result) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatInventoryExtension", "OnSpawnPickupWindowDecided"); Params::NoceCheatInventoryExtension_OnSpawnPickupWindowDecided Parms{}; Parms.Result = std::move(Result); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatInventoryExtension.OnSpawnPickupWindowDecided_BP // (Event, Public, BlueprintEvent) // Parameters: // const struct FNeoCheatPopWindowOutputParam&Result (Parm, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceCheatInventoryExtension::OnSpawnPickupWindowDecided_BP(const struct FNeoCheatPopWindowOutputParam& Result) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatInventoryExtension", "OnSpawnPickupWindowDecided_BP"); Params::NoceCheatInventoryExtension_OnSpawnPickupWindowDecided_BP Parms{}; Parms.Result = std::move(Result); UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function GameNoce.NoceCheatInventoryExtension.SetupChapterJumpSetting // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const struct FNoceChapterJumpSettingTableRow&InData (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // bool InReset (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatInventoryExtension::SetupChapterJumpSetting(const struct FNoceChapterJumpSettingTableRow& InData, bool InReset) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatInventoryExtension", "SetupChapterJumpSetting"); Params::NoceCheatInventoryExtension_SetupChapterJumpSetting Parms{}; Parms.InData = std::move(InData); Parms.InReset = InReset; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatInventoryExtension.SetupChapterJumpSettingByRowName // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // const class FName RowName (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool InReset (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatInventoryExtension::SetupChapterJumpSettingByRowName(const class FName RowName, bool InReset) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatInventoryExtension", "SetupChapterJumpSettingByRowName"); Params::NoceCheatInventoryExtension_SetupChapterJumpSettingByRowName Parms{}; Parms.RowName = RowName; Parms.InReset = InReset; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatInventoryExtension.SetupChapterJumpSettingByTag // (Final, Native, Public, BlueprintCallable) // Parameters: // const struct FGameplayTag& InTag (ConstParm, Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool InReset (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ENoceRoundType round (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceCheatInventoryExtension::SetupChapterJumpSettingByTag(const struct FGameplayTag& InTag, bool InReset, ENoceRoundType round) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatInventoryExtension", "SetupChapterJumpSettingByTag"); Params::NoceCheatInventoryExtension_SetupChapterJumpSettingByTag Parms{}; Parms.InTag = std::move(InTag); Parms.InReset = InReset; Parms.round = round; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceCheatInventoryExtension.SetupChapterJumpSettingForStory // (Final, Native, Public, BlueprintCallable) // Parameters: // const struct FGameplayTag& InTag (ConstParm, Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool InReset (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ENoceRoundType round (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatInventoryExtension::SetupChapterJumpSettingForStory(const struct FGameplayTag& InTag, bool InReset, ENoceRoundType round) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatInventoryExtension", "SetupChapterJumpSettingForStory"); Params::NoceCheatInventoryExtension_SetupChapterJumpSettingForStory Parms{}; Parms.InTag = std::move(InTag); Parms.InReset = InReset; Parms.round = round; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.BP_Debug_SetWeaponDurability // (Native, Event, Public, BlueprintEvent) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::BP_Debug_SetWeaponDurability(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "BP_Debug_SetWeaponDurability"); Params::NoceCheatManager_BP_Debug_SetWeaponDurability Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_AnalyticsEndSession // (Final, Exec, Native, Protected, BlueprintCallable) void UNoceCheatManager::Debug_AnalyticsEndSession() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_AnalyticsEndSession"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_AnalyticsStartSession // (Final, Exec, Native, Protected, BlueprintCallable) void UNoceCheatManager::Debug_AnalyticsStartSession() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_AnalyticsStartSession"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_ApplyClawAlterBackMark // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_ApplyClawAlterBackMark(bool bValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_ApplyClawAlterBackMark"); Params::NoceCheatManager_Debug_ApplyClawAlterBackMark Parms{}; Parms.bValue = bValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_ApplyClawAlterBackMarkRound3 // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_ApplyClawAlterBackMarkRound3(bool bValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_ApplyClawAlterBackMarkRound3"); Params::NoceCheatManager_Debug_ApplyClawAlterBackMarkRound3 Parms{}; Parms.bValue = bValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_ApplyClawAlterHandRound2 // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_ApplyClawAlterHandRound2(bool bValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_ApplyClawAlterHandRound2"); Params::NoceCheatManager_Debug_ApplyClawAlterHandRound2 Parms{}; Parms.bValue = bValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_ApplyClawAlterMask // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_ApplyClawAlterMask(bool bValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_ApplyClawAlterMask"); Params::NoceCheatManager_Debug_ApplyClawAlterMask Parms{}; Parms.bValue = bValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_AsyncAutoSave // (Exec, Event, Protected, BlueprintCallable, BlueprintEvent) void UNoceCheatManager::Debug_AsyncAutoSave() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_AsyncAutoSave"); UObject::ProcessEvent(Func, nullptr); } // Function GameNoce.NoceCheatManager.Debug_AutoLoad // (Final, Exec, Native, Protected, BlueprintCallable) // Parameters: // int32 SlotIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_AutoLoad(int32 SlotIndex) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_AutoLoad"); Params::NoceCheatManager_Debug_AutoLoad Parms{}; Parms.SlotIndex = SlotIndex; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_AutoSave // (Final, Exec, Native, Protected, BlueprintCallable) // Parameters: // int32 SlotIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName LocationRowName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_AutoSave(int32 SlotIndex, class FName LocationRowName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_AutoSave"); Params::NoceCheatManager_Debug_AutoSave Parms{}; Parms.SlotIndex = SlotIndex; Parms.LocationRowName = LocationRowName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_BugIt // (Final, Exec, Native, Public) void UNoceCheatManager::Debug_BugIt() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_BugIt"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_ChangeActionLevel // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // int32 InLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_ChangeActionLevel(int32 InLevel) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_ChangeActionLevel"); Params::NoceCheatManager_Debug_ChangeActionLevel Parms{}; Parms.InLevel = InLevel; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_ChangeGameRound // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // int32 InRound (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_ChangeGameRound(int32 InRound) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_ChangeGameRound"); Params::NoceCheatManager_Debug_ChangeGameRound Parms{}; Parms.InRound = InRound; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_ChangePlayerCharMeshType // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatManager::Debug_ChangePlayerCharMeshType() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_ChangePlayerCharMeshType"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_ClearAllTutorial // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatManager::Debug_ClearAllTutorial() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_ClearAllTutorial"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_ClearAllWorldTriggerSetting // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatManager::Debug_ClearAllWorldTriggerSetting() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_ClearAllWorldTriggerSetting"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_ClearTemporaryGameSave // (Final, Exec, Native, Protected, BlueprintCallable) void UNoceCheatManager::Debug_ClearTemporaryGameSave() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_ClearTemporaryGameSave"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_CollisionOpacity // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // float InOpacity (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_CollisionOpacity(float InOpacity) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_CollisionOpacity"); Params::NoceCheatManager_Debug_CollisionOpacity Parms{}; Parms.InOpacity = InOpacity; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_CollisionViewMode // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // int32 InViewMode (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_CollisionViewMode(int32 InViewMode) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_CollisionViewMode"); Params::NoceCheatManager_Debug_CollisionViewMode Parms{}; Parms.InViewMode = InViewMode; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_ConditionHandlerInfo // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool InEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_ConditionHandlerInfo(bool InEnable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_ConditionHandlerInfo"); Params::NoceCheatManager_Debug_ConditionHandlerInfo Parms{}; Parms.InEnable = InEnable; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_CreateTemporaryGameSave // (Final, Exec, Native, Protected, BlueprintCallable) void UNoceCheatManager::Debug_CreateTemporaryGameSave() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_CreateTemporaryGameSave"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_DeleteAllAutoSave // (Final, Exec, Native, Protected, BlueprintCallable) void UNoceCheatManager::Debug_DeleteAllAutoSave() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_DeleteAllAutoSave"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_DeleteAllGameSave // (Final, Exec, Native, Protected, BlueprintCallable) void UNoceCheatManager::Debug_DeleteAllGameSave() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_DeleteAllGameSave"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_DeleteAllMaunalSave // (Final, Exec, Native, Protected, BlueprintCallable) void UNoceCheatManager::Debug_DeleteAllMaunalSave() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_DeleteAllMaunalSave"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_DeleteSlot // (Final, Exec, Native, Protected, BlueprintCallable) // Parameters: // int32 SlotIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_DeleteSlot(int32 SlotIndex) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_DeleteSlot"); Params::NoceCheatManager_Debug_DeleteSlot Parms{}; Parms.SlotIndex = SlotIndex; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_DeleteSystemSave // (Final, Exec, Native, Protected, BlueprintCallable) void UNoceCheatManager::Debug_DeleteSystemSave() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_DeleteSystemSave"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_DisableAutoSave // (Final, Exec, Native, Protected, BlueprintCallable) // Parameters: // bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_DisableAutoSave(bool InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_DisableAutoSave"); Params::NoceCheatManager_Debug_DisableAutoSave Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_DisableLinkMotionAvoidCol // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_DisableLinkMotionAvoidCol(bool InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_DisableLinkMotionAvoidCol"); Params::NoceCheatManager_Debug_DisableLinkMotionAvoidCol Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_DisableLinkMotionInterruptSequencer // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_DisableLinkMotionInterruptSequencer(bool InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_DisableLinkMotionInterruptSequencer"); Params::NoceCheatManager_Debug_DisableLinkMotionInterruptSequencer Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_DisaplyNPCLookAtSystemInfo // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool InShow (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_DisaplyNPCLookAtSystemInfo(bool InShow) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_DisaplyNPCLookAtSystemInfo"); Params::NoceCheatManager_Debug_DisaplyNPCLookAtSystemInfo Parms{}; Parms.InShow = InShow; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_DisaplyPlayerLookAtSystemInfo // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool InShow (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_DisaplyPlayerLookAtSystemInfo(bool InShow) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_DisaplyPlayerLookAtSystemInfo"); Params::NoceCheatManager_Debug_DisaplyPlayerLookAtSystemInfo Parms{}; Parms.InShow = InShow; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_DisplayFadeSystemInfo // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool InShow (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_DisplayFadeSystemInfo(bool InShow) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_DisplayFadeSystemInfo"); Params::NoceCheatManager_Debug_DisplayFadeSystemInfo Parms{}; Parms.InShow = InShow; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_DrawCellLoadingTime // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_DrawCellLoadingTime(bool InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_DrawCellLoadingTime"); Params::NoceCheatManager_Debug_DrawCellLoadingTime Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_EnableDynamicPickups // (Final, Exec, Native, Protected, BlueprintCallable) // Parameters: // bool InEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_EnableDynamicPickups(bool InEnable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_EnableDynamicPickups"); Params::NoceCheatManager_Debug_EnableDynamicPickups Parms{}; Parms.InEnable = InEnable; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_EnableEventPickups // (Final, Exec, Native, Protected, BlueprintCallable) // Parameters: // bool InEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_EnableEventPickups(bool InEnable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_EnableEventPickups"); Params::NoceCheatManager_Debug_EnableEventPickups Parms{}; Parms.InEnable = InEnable; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_EnableGlobalRigidBody // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_EnableGlobalRigidBody(bool bValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_EnableGlobalRigidBody"); Params::NoceCheatManager_Debug_EnableGlobalRigidBody Parms{}; Parms.bValue = bValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_EndTutorial // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // int32 TutorialIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_EndTutorial(int32 TutorialIndex) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_EndTutorial"); Params::NoceCheatManager_Debug_EndTutorial Parms{}; Parms.TutorialIndex = TutorialIndex; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_EndTutorialByName // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // class FName TutorialName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_EndTutorialByName(class FName TutorialName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_EndTutorialByName"); Params::NoceCheatManager_Debug_EndTutorialByName Parms{}; Parms.TutorialName = TutorialName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_EnemyMayNotRevive // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_EnemyMayNotRevive(bool InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_EnemyMayNotRevive"); Params::NoceCheatManager_Debug_EnemyMayNotRevive Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_EnemyOneShotKill // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool Enable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_EnemyOneShotKill(bool Enable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_EnemyOneShotKill"); Params::NoceCheatManager_Debug_EnemyOneShotKill Parms{}; Parms.Enable = Enable; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_EnemyOneShotKillNotRevive // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_EnemyOneShotKillNotRevive(bool InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_EnemyOneShotKillNotRevive"); Params::NoceCheatManager_Debug_EnemyOneShotKillNotRevive Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_FindRigidBodyOverlapWorldStatic // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatManager::Debug_FindRigidBodyOverlapWorldStatic() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_FindRigidBodyOverlapWorldStatic"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_ForceChangeStoryEndingType // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // int32 EndingType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_ForceChangeStoryEndingType(int32 EndingType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_ForceChangeStoryEndingType"); Params::NoceCheatManager_Debug_ForceChangeStoryEndingType Parms{}; Parms.EndingType = EndingType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_ForceClawGToClaw // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatManager::Debug_ForceClawGToClaw() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_ForceClawGToClaw"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_ForceClawToClawG // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatManager::Debug_ForceClawToClawG() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_ForceClawToClawG"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_ForceEnableRagdoll // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_ForceEnableRagdoll(bool bValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_ForceEnableRagdoll"); Params::NoceCheatManager_Debug_ForceEnableRagdoll Parms{}; Parms.bValue = bValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_ForceJumpPlaybackPos // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_ForceJumpPlaybackPos(bool bValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_ForceJumpPlaybackPos"); Params::NoceCheatManager_Debug_ForceJumpPlaybackPos Parms{}; Parms.bValue = bValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_ForceShowEyeLacrimalFluid // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_ForceShowEyeLacrimalFluid(bool bValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_ForceShowEyeLacrimalFluid"); Params::NoceCheatManager_Debug_ForceShowEyeLacrimalFluid Parms{}; Parms.bValue = bValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_ForceUpdateLight // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatManager::Debug_ForceUpdateLight() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_ForceUpdateLight"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_GenerateDynamicPickups // (Final, Exec, Native, Protected, BlueprintCallable) void UNoceCheatManager::Debug_GenerateDynamicPickups() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_GenerateDynamicPickups"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_GenerateEventPickupsNearbyPlayer // (Final, Exec, Native, Protected, BlueprintCallable) void UNoceCheatManager::Debug_GenerateEventPickupsNearbyPlayer() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_GenerateEventPickupsNearbyPlayer"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_GoNextProgress // (Final, Exec, Native, Public) // Parameters: // int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_GoNextProgress(int32 Index_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_GoNextProgress"); Params::NoceCheatManager_Debug_GoNextProgress Parms{}; Parms.Index_0 = Index_0; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_HideBasicDebugInfo // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_HideBasicDebugInfo(bool bValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_HideBasicDebugInfo"); Params::NoceCheatManager_Debug_HideBasicDebugInfo Parms{}; Parms.bValue = bValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_HideGreyboxObject // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_HideGreyboxObject(bool InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_HideGreyboxObject"); Params::NoceCheatManager_Debug_HideGreyboxObject Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_HideSubtitle // (Final, Exec, Native, Public) // Parameters: // bool InEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_HideSubtitle(bool InEnable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_HideSubtitle"); Params::NoceCheatManager_Debug_HideSubtitle Parms{}; Parms.InEnable = InEnable; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_InGameFixedEV // (Final, Exec, Native, Private, BlueprintCallable) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_InGameFixedEV(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_InGameFixedEV"); Params::NoceCheatManager_Debug_InGameFixedEV Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_InGameFixedEVMode // (Final, Exec, Native, Private, BlueprintCallable) // Parameters: // int32 EVMode (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_InGameFixedEVMode(int32 EVMode) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_InGameFixedEVMode"); Params::NoceCheatManager_Debug_InGameFixedEVMode Parms{}; Parms.EVMode = EVMode; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_MakeFakeClearGame // (Final, Exec, Native, Protected, BlueprintCallable) void UNoceCheatManager::Debug_MakeFakeClearGame() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_MakeFakeClearGame"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_NoceFadeIn // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // int32 FadeType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_NoceFadeIn(int32 FadeType, float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_NoceFadeIn"); Params::NoceCheatManager_Debug_NoceFadeIn Parms{}; Parms.FadeType = FadeType; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_NoceFadeOut // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // int32 FadeType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_NoceFadeOut(int32 FadeType, float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_NoceFadeOut"); Params::NoceCheatManager_Debug_NoceFadeOut Parms{}; Parms.FadeType = FadeType; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_PlayerAnimationLogInfoStateChange // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_PlayerAnimationLogInfoStateChange(bool InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_PlayerAnimationLogInfoStateChange"); Params::NoceCheatManager_Debug_PlayerAnimationLogInfoStateChange Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_PlayerFootIKDebugDraw // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_PlayerFootIKDebugDraw(bool bValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_PlayerFootIKDebugDraw"); Params::NoceCheatManager_Debug_PlayerFootIKDebugDraw Parms{}; Parms.bValue = bValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_PlayerFootIKDebugTrace // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_PlayerFootIKDebugTrace(bool bValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_PlayerFootIKDebugTrace"); Params::NoceCheatManager_Debug_PlayerFootIKDebugTrace Parms{}; Parms.bValue = bValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_PlayerShiromukuRevive // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // int32 InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_PlayerShiromukuRevive(int32 InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_PlayerShiromukuRevive"); Params::NoceCheatManager_Debug_PlayerShiromukuRevive Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_PrintNoceGlobalDelegatesStatus // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatManager::Debug_PrintNoceGlobalDelegatesStatus() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_PrintNoceGlobalDelegatesStatus"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_RemoveAdditionalTag // (Final, Exec, Native, Public) // Parameters: // class FName InTagName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_RemoveAdditionalTag(class FName InTagName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_RemoveAdditionalTag"); Params::NoceCheatManager_Debug_RemoveAdditionalTag Parms{}; Parms.InTagName = InTagName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_RemoveAllEventPickups // (Final, Exec, Native, Protected, BlueprintCallable) void UNoceCheatManager::Debug_RemoveAllEventPickups() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_RemoveAllEventPickups"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_RemoveCurrentDynamicPickups // (Final, Exec, Native, Protected, BlueprintCallable) void UNoceCheatManager::Debug_RemoveCurrentDynamicPickups() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_RemoveCurrentDynamicPickups"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_RequesetWorldTrigger // (Final, Exec, Native, Public) // Parameters: // class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_RequesetWorldTrigger(class FName InName, bool InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_RequesetWorldTrigger"); Params::NoceCheatManager_Debug_RequesetWorldTrigger Parms{}; Parms.InName = InName; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_RequestNocePPV // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // class FName InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName InDataRowName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InWeight (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_RequestNocePPV(class FName InType, class FName InDataRowName, float InWeight) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_RequestNocePPV"); Params::NoceCheatManager_Debug_RequestNocePPV Parms{}; Parms.InType = InType; Parms.InDataRowName = InDataRowName; Parms.InWeight = InWeight; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_RequestWind // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // class FName InDataRowName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_RequestWind(class FName InDataRowName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_RequestWind"); Params::NoceCheatManager_Debug_RequestWind Parms{}; Parms.InDataRowName = InDataRowName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_ResetAchievements // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatManager::Debug_ResetAchievements() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_ResetAchievements"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_SelectBColType // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // int32 InBColType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_SelectBColType(int32 InBColType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_SelectBColType"); Params::NoceCheatManager_Debug_SelectBColType Parms{}; Parms.InBColType = InBColType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_SetAdditionalTag // (Final, Exec, Native, Public) // Parameters: // class FName InTagName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_SetAdditionalTag(class FName InTagName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_SetAdditionalTag"); Params::NoceCheatManager_Debug_SetAdditionalTag Parms{}; Parms.InTagName = InTagName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_SetAllStoryEndingCleared // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatManager::Debug_SetAllStoryEndingCleared() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_SetAllStoryEndingCleared"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_SetATPCCameraLocationObjectDebug // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_SetATPCCameraLocationObjectDebug(bool InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_SetATPCCameraLocationObjectDebug"); Params::NoceCheatManager_Debug_SetATPCCameraLocationObjectDebug Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_SetATPCCameraLockObjectDebug // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_SetATPCCameraLockObjectDebug(bool InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_SetATPCCameraLockObjectDebug"); Params::NoceCheatManager_Debug_SetATPCCameraLockObjectDebug Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_SetAttackLogEnemy // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_SetAttackLogEnemy(bool Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_SetAttackLogEnemy"); Params::NoceCheatManager_Debug_SetAttackLogEnemy Parms{}; Parms.Value = Value; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_SetAttackLogEnviroment // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_SetAttackLogEnviroment(bool Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_SetAttackLogEnviroment"); Params::NoceCheatManager_Debug_SetAttackLogEnviroment Parms{}; Parms.Value = Value; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_SetAttackLogPlayer // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_SetAttackLogPlayer(bool Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_SetAttackLogPlayer"); Params::NoceCheatManager_Debug_SetAttackLogPlayer Parms{}; Parms.Value = Value; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_SetAttackTraceDrawResultEnemy // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_SetAttackTraceDrawResultEnemy(bool Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_SetAttackTraceDrawResultEnemy"); Params::NoceCheatManager_Debug_SetAttackTraceDrawResultEnemy Parms{}; Parms.Value = Value; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_SetAttackTraceDrawResultEnviroment // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_SetAttackTraceDrawResultEnviroment(bool Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_SetAttackTraceDrawResultEnviroment"); Params::NoceCheatManager_Debug_SetAttackTraceDrawResultEnviroment Parms{}; Parms.Value = Value; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_SetAttackTraceDrawResultPlayer // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_SetAttackTraceDrawResultPlayer(bool Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_SetAttackTraceDrawResultPlayer"); Params::NoceCheatManager_Debug_SetAttackTraceDrawResultPlayer Parms{}; Parms.Value = Value; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_SetAttackTraceDrawResultPlayerDefelct // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_SetAttackTraceDrawResultPlayerDefelct(bool Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_SetAttackTraceDrawResultPlayerDefelct"); Params::NoceCheatManager_Debug_SetAttackTraceDrawResultPlayerDefelct Parms{}; Parms.Value = Value; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_SetAttackTraceDrawShapeEnemy // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_SetAttackTraceDrawShapeEnemy(bool Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_SetAttackTraceDrawShapeEnemy"); Params::NoceCheatManager_Debug_SetAttackTraceDrawShapeEnemy Parms{}; Parms.Value = Value; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_SetAttackTraceDrawShapeEnviroment // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_SetAttackTraceDrawShapeEnviroment(bool Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_SetAttackTraceDrawShapeEnviroment"); Params::NoceCheatManager_Debug_SetAttackTraceDrawShapeEnviroment Parms{}; Parms.Value = Value; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_SetAttackTraceDrawShapePlayer // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_SetAttackTraceDrawShapePlayer(bool Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_SetAttackTraceDrawShapePlayer"); Params::NoceCheatManager_Debug_SetAttackTraceDrawShapePlayer Parms{}; Parms.Value = Value; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_SetAttackTraceDrawShapePlayerDefelct // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_SetAttackTraceDrawShapePlayerDefelct(bool Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_SetAttackTraceDrawShapePlayerDefelct"); Params::NoceCheatManager_Debug_SetAttackTraceDrawShapePlayerDefelct Parms{}; Parms.Value = Value; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_SetBattlePositionForceActivate // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool bEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_SetBattlePositionForceActivate(bool bEnable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_SetBattlePositionForceActivate"); Params::NoceCheatManager_Debug_SetBattlePositionForceActivate Parms{}; Parms.bEnable = bEnable; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_SetBattlePositionSystemEnabled // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool bEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_SetBattlePositionSystemEnabled(bool bEnable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_SetBattlePositionSystemEnabled"); Params::NoceCheatManager_Debug_SetBattlePositionSystemEnabled Parms{}; Parms.bEnable = bEnable; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_SetBattleStatusTime // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_SetBattleStatusTime(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_SetBattleStatusTime"); Params::NoceCheatManager_Debug_SetBattleStatusTime Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_SetCapsuleShrinkEnableDebug // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_SetCapsuleShrinkEnableDebug(bool InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_SetCapsuleShrinkEnableDebug"); Params::NoceCheatManager_Debug_SetCapsuleShrinkEnableDebug Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_SetCapsuleShrinkEnableUse // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_SetCapsuleShrinkEnableUse(bool InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_SetCapsuleShrinkEnableUse"); Params::NoceCheatManager_Debug_SetCapsuleShrinkEnableUse Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_SetClawTransform // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_SetClawTransform(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_SetClawTransform"); Params::NoceCheatManager_Debug_SetClawTransform Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_SetCurrentMaxSanity // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_SetCurrentMaxSanity(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_SetCurrentMaxSanity"); Params::NoceCheatManager_Debug_SetCurrentMaxSanity Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_SetDebugEnemyInSight // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_SetDebugEnemyInSight(bool bValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_SetDebugEnemyInSight"); Params::NoceCheatManager_Debug_SetDebugEnemyInSight Parms{}; Parms.bValue = bValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_SetDrawTriggerBox // (Final, Exec, Native, Public) // Parameters: // int32 InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_SetDrawTriggerBox(int32 InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_SetDrawTriggerBox"); Params::NoceCheatManager_Debug_SetDrawTriggerBox Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_SetEnemyAttackRatio // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_SetEnemyAttackRatio(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_SetEnemyAttackRatio"); Params::NoceCheatManager_Debug_SetEnemyAttackRatio Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_SetEnemyNoAttack // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_SetEnemyNoAttack(bool InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_SetEnemyNoAttack"); Params::NoceCheatManager_Debug_SetEnemyNoAttack Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_SetEventMaxTryFailedCount // (Final, Exec, Native, Protected, BlueprintCallable) // Parameters: // int32 InCount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_SetEventMaxTryFailedCount(int32 InCount) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_SetEventMaxTryFailedCount"); Params::NoceCheatManager_Debug_SetEventMaxTryFailedCount Parms{}; Parms.InCount = InCount; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_SetEventMinDistanceSquared // (Final, Exec, Native, Protected, BlueprintCallable) // Parameters: // float InDistanceSquared (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_SetEventMinDistanceSquared(float InDistanceSquared) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_SetEventMinDistanceSquared"); Params::NoceCheatManager_Debug_SetEventMinDistanceSquared Parms{}; Parms.InDistanceSquared = InDistanceSquared; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_SetForceJustDodge // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_SetForceJustDodge(bool bValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_SetForceJustDodge"); Params::NoceCheatManager_Debug_SetForceJustDodge Parms{}; Parms.bValue = bValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_SetFreeCameraRotate // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_SetFreeCameraRotate(bool InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_SetFreeCameraRotate"); Params::NoceCheatManager_Debug_SetFreeCameraRotate Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_SetHealth // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_SetHealth(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_SetHealth"); Params::NoceCheatManager_Debug_SetHealth Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_SetHealthPercent // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_SetHealthPercent(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_SetHealthPercent"); Params::NoceCheatManager_Debug_SetHealthPercent Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_SetHeightFogDistance // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_SetHeightFogDistance(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_SetHeightFogDistance"); Params::NoceCheatManager_Debug_SetHeightFogDistance Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_SetLanternPointRadius // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_SetLanternPointRadius(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_SetLanternPointRadius"); Params::NoceCheatManager_Debug_SetLanternPointRadius Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_SetLeaveEnemyInSightDistance // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_SetLeaveEnemyInSightDistance(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_SetLeaveEnemyInSightDistance"); Params::NoceCheatManager_Debug_SetLeaveEnemyInSightDistance Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_SetLowStaminaThreshold // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_SetLowStaminaThreshold(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_SetLowStaminaThreshold"); Params::NoceCheatManager_Debug_SetLowStaminaThreshold Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_SetMaxHealth // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_SetMaxHealth(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_SetMaxHealth"); Params::NoceCheatManager_Debug_SetMaxHealth Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_SetMaxSanity // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_SetMaxSanity(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_SetMaxSanity"); Params::NoceCheatManager_Debug_SetMaxSanity Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_SetMaxStamina // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_SetMaxStamina(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_SetMaxStamina"); Params::NoceCheatManager_Debug_SetMaxStamina Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_SetMoonlightRadius // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_SetMoonlightRadius(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_SetMoonlightRadius"); Params::NoceCheatManager_Debug_SetMoonlightRadius Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_SetNoCostSanity // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_SetNoCostSanity(bool bValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_SetNoCostSanity"); Params::NoceCheatManager_Debug_SetNoCostSanity Parms{}; Parms.bValue = bValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_SetNoPlayerHandleDamage // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_SetNoPlayerHandleDamage(bool bValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_SetNoPlayerHandleDamage"); Params::NoceCheatManager_Debug_SetNoPlayerHandleDamage Parms{}; Parms.bValue = bValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_SetNormalBattleBGMDistMultiplier // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_SetNormalBattleBGMDistMultiplier(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_SetNormalBattleBGMDistMultiplier"); Params::NoceCheatManager_Debug_SetNormalBattleBGMDistMultiplier Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_SetPlayerAttackRatio // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_SetPlayerAttackRatio(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_SetPlayerAttackRatio"); Params::NoceCheatManager_Debug_SetPlayerAttackRatio Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_SetPlayerControlerShowDebugInfo // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_SetPlayerControlerShowDebugInfo(bool InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_SetPlayerControlerShowDebugInfo"); Params::NoceCheatManager_Debug_SetPlayerControlerShowDebugInfo Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_SetPlayerDeflectRatio // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_SetPlayerDeflectRatio(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_SetPlayerDeflectRatio"); Params::NoceCheatManager_Debug_SetPlayerDeflectRatio Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_SetPlayerFurClawGRigidBodyAlpha // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_SetPlayerFurClawGRigidBodyAlpha(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_SetPlayerFurClawGRigidBodyAlpha"); Params::NoceCheatManager_Debug_SetPlayerFurClawGRigidBodyAlpha Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_SetPlayerFurClawRigidBodyAlpha // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_SetPlayerFurClawRigidBodyAlpha(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_SetPlayerFurClawRigidBodyAlpha"); Params::NoceCheatManager_Debug_SetPlayerFurClawRigidBodyAlpha Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_SetPlayerMoveSpeedRatio // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_SetPlayerMoveSpeedRatio(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_SetPlayerMoveSpeedRatio"); Params::NoceCheatManager_Debug_SetPlayerMoveSpeedRatio Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_SetPlayerOutfit // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // int32 InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_SetPlayerOutfit(int32 InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_SetPlayerOutfit"); Params::NoceCheatManager_Debug_SetPlayerOutfit Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_SetPlayerScabbardRigidBodyAlpha // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_SetPlayerScabbardRigidBodyAlpha(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_SetPlayerScabbardRigidBodyAlpha"); Params::NoceCheatManager_Debug_SetPlayerScabbardRigidBodyAlpha Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_SetPlayerScarfRigidBodyAlpha // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_SetPlayerScarfRigidBodyAlpha(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_SetPlayerScarfRigidBodyAlpha"); Params::NoceCheatManager_Debug_SetPlayerScarfRigidBodyAlpha Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_SetPlayerShawlRigidBodyAlpha // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_SetPlayerShawlRigidBodyAlpha(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_SetPlayerShawlRigidBodyAlpha"); Params::NoceCheatManager_Debug_SetPlayerShawlRigidBodyAlpha Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_SetPlayerSkirtRigidBodyAlpha // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_SetPlayerSkirtRigidBodyAlpha(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_SetPlayerSkirtRigidBodyAlpha"); Params::NoceCheatManager_Debug_SetPlayerSkirtRigidBodyAlpha Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_SetPlayerWinceRatio // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_SetPlayerWinceRatio(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_SetPlayerWinceRatio"); Params::NoceCheatManager_Debug_SetPlayerWinceRatio Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_SetProgressTag // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // class FName InTagName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_SetProgressTag(class FName InTagName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_SetProgressTag"); Params::NoceCheatManager_Debug_SetProgressTag Parms{}; Parms.InTagName = InTagName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_SetR3Skipped // (Final, Exec, Native, Protected, BlueprintCallable) // Parameters: // bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_SetR3Skipped(bool InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_SetR3Skipped"); Params::NoceCheatManager_Debug_SetR3Skipped Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_SetShowEnemyHealthBar // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_SetShowEnemyHealthBar(bool bValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_SetShowEnemyHealthBar"); Params::NoceCheatManager_Debug_SetShowEnemyHealthBar Parms{}; Parms.bValue = bValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_SetShowFootStepVFXInfo // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_SetShowFootStepVFXInfo(bool bValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_SetShowFootStepVFXInfo"); Params::NoceCheatManager_Debug_SetShowFootStepVFXInfo Parms{}; Parms.bValue = bValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_SetShowPlayerClawTransformLog // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_SetShowPlayerClawTransformLog(bool bValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_SetShowPlayerClawTransformLog"); Params::NoceCheatManager_Debug_SetShowPlayerClawTransformLog Parms{}; Parms.bValue = bValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_SetShowPlayerInvincibleInfo // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_SetShowPlayerInvincibleInfo(bool bValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_SetShowPlayerInvincibleInfo"); Params::NoceCheatManager_Debug_SetShowPlayerInvincibleInfo Parms{}; Parms.bValue = bValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_SetShowPlayerSanityCostLog // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_SetShowPlayerSanityCostLog(bool bValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_SetShowPlayerSanityCostLog"); Params::NoceCheatManager_Debug_SetShowPlayerSanityCostLog Parms{}; Parms.bValue = bValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_SetShowPlayerShowHideInfo // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_SetShowPlayerShowHideInfo(bool bValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_SetShowPlayerShowHideInfo"); Params::NoceCheatManager_Debug_SetShowPlayerShowHideInfo Parms{}; Parms.bValue = bValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_SetShowPlayerStaminaCostLog // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_SetShowPlayerStaminaCostLog(bool bValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_SetShowPlayerStaminaCostLog"); Params::NoceCheatManager_Debug_SetShowPlayerStaminaCostLog Parms{}; Parms.bValue = bValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_SetSkipEnemyCounterableCheck // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_SetSkipEnemyCounterableCheck(bool bValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_SetSkipEnemyCounterableCheck"); Params::NoceCheatManager_Debug_SetSkipEnemyCounterableCheck Parms{}; Parms.bValue = bValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_SetStoryEndingCleared // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // int32 EndingType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_SetStoryEndingCleared(int32 EndingType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_SetStoryEndingCleared"); Params::NoceCheatManager_Debug_SetStoryEndingCleared Parms{}; Parms.EndingType = EndingType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_SetTriggerDetail // (Final, Exec, Native, Public) // Parameters: // bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_SetTriggerDetail(bool InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_SetTriggerDetail"); Params::NoceCheatManager_Debug_SetTriggerDetail Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_SetWeaponDurability // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_SetWeaponDurability(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_SetWeaponDurability"); Params::NoceCheatManager_Debug_SetWeaponDurability Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_SetWeaponDurabilityCostRatio // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_SetWeaponDurabilityCostRatio(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_SetWeaponDurabilityCostRatio"); Params::NoceCheatManager_Debug_SetWeaponDurabilityCostRatio Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_ShowAchievementStatus // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_ShowAchievementStatus(bool InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_ShowAchievementStatus"); Params::NoceCheatManager_Debug_ShowAchievementStatus Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_ShowAutoAimCompWarpLocationInfo // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_ShowAutoAimCompWarpLocationInfo(bool bValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_ShowAutoAimCompWarpLocationInfo"); Params::NoceCheatManager_Debug_ShowAutoAimCompWarpLocationInfo Parms{}; Parms.bValue = bValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_ShowCounterableExtendAutoAimDistance // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_ShowCounterableExtendAutoAimDistance(bool InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_ShowCounterableExtendAutoAimDistance"); Params::NoceCheatManager_Debug_ShowCounterableExtendAutoAimDistance Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_ShowDynamicPickupsDebugInfo // (Final, Exec, Native, Protected, BlueprintCallable) // Parameters: // bool InIsShow (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_ShowDynamicPickupsDebugInfo(bool InIsShow) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_ShowDynamicPickupsDebugInfo"); Params::NoceCheatManager_Debug_ShowDynamicPickupsDebugInfo Parms{}; Parms.InIsShow = InIsShow; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_ShowGimmickInfo // (Final, Exec, Native, Public) // Parameters: // bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_ShowGimmickInfo(bool InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_ShowGimmickInfo"); Params::NoceCheatManager_Debug_ShowGimmickInfo Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_ShowHitPerfromVFXInfo // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool InShow (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_ShowHitPerfromVFXInfo(bool InShow) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_ShowHitPerfromVFXInfo"); Params::NoceCheatManager_Debug_ShowHitPerfromVFXInfo Parms{}; Parms.InShow = InShow; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_ShowIndicator // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_ShowIndicator(bool InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_ShowIndicator"); Params::NoceCheatManager_Debug_ShowIndicator Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_ShowInteractInfo // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_ShowInteractInfo(bool InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_ShowInteractInfo"); Params::NoceCheatManager_Debug_ShowInteractInfo Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_ShowInteractPriority // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_ShowInteractPriority(bool InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_ShowInteractPriority"); Params::NoceCheatManager_Debug_ShowInteractPriority Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_ShowLinkMotionDebugInfo // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_ShowLinkMotionDebugInfo(bool InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_ShowLinkMotionDebugInfo"); Params::NoceCheatManager_Debug_ShowLinkMotionDebugInfo Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_ShowRecordStatus // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_ShowRecordStatus(bool InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_ShowRecordStatus"); Params::NoceCheatManager_Debug_ShowRecordStatus Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_ShowSaveClearGame // (Final, Exec, Native, Protected, BlueprintCallable) void UNoceCheatManager::Debug_ShowSaveClearGame() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_ShowSaveClearGame"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_ShowSceneDitherFade // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_ShowSceneDitherFade(bool Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_ShowSceneDitherFade"); Params::NoceCheatManager_Debug_ShowSceneDitherFade Parms{}; Parms.Value = Value; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_ShowTeleportBlackScreen // (Final, Exec, Native, Public) // Parameters: // bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_ShowTeleportBlackScreen(bool InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_ShowTeleportBlackScreen"); Params::NoceCheatManager_Debug_ShowTeleportBlackScreen Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_ShowWorldTriggerStatus // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_ShowWorldTriggerStatus(bool InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_ShowWorldTriggerStatus"); Params::NoceCheatManager_Debug_ShowWorldTriggerStatus Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_SpawnEnemy // (Exec, Event, Public, BlueprintCallable, BlueprintEvent) void UNoceCheatManager::Debug_SpawnEnemy() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_SpawnEnemy"); UObject::ProcessEvent(Func, nullptr); } // Function GameNoce.NoceCheatManager.Debug_StartTutorial // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // int32 TutorialIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_StartTutorial(int32 TutorialIndex) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_StartTutorial"); Params::NoceCheatManager_Debug_StartTutorial Parms{}; Parms.TutorialIndex = TutorialIndex; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_StartTutorialByName // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // class FName TutorialName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_StartTutorialByName(class FName TutorialName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_StartTutorialByName"); Params::NoceCheatManager_Debug_StartTutorialByName Parms{}; Parms.TutorialName = TutorialName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_StartTutorialByPopWindow // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatManager::Debug_StartTutorialByPopWindow() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_StartTutorialByPopWindow"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_ToggleBColOnly // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatManager::Debug_ToggleBColOnly() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_ToggleBColOnly"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_ToggleBlockCameraColOnly // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatManager::Debug_ToggleBlockCameraColOnly() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_ToggleBlockCameraColOnly"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_ToggleCollisionViewLighting // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatManager::Debug_ToggleCollisionViewLighting() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_ToggleCollisionViewLighting"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_ToggleEColOnly // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatManager::Debug_ToggleEColOnly() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_ToggleEColOnly"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_ToggleGreyboxVisibility // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatManager::Debug_ToggleGreyboxVisibility() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_ToggleGreyboxVisibility"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_ToggleStorageInfo // (Final, Exec, Native, Protected, BlueprintCallable) void UNoceCheatManager::Debug_ToggleStorageInfo() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_ToggleStorageInfo"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_ToggleToolLight // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatManager::Debug_ToggleToolLight() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_ToggleToolLight"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_ToggleTriggerBox // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatManager::Debug_ToggleTriggerBox() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_ToggleTriggerBox"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_ToggleTriggerDetail // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatManager::Debug_ToggleTriggerDetail() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_ToggleTriggerDetail"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_UnequipWeapon // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatManager::Debug_UnequipWeapon() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_UnequipWeapon"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_UnlockAchievement // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_UnlockAchievement(int32 Index_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_UnlockAchievement"); Params::NoceCheatManager_Debug_UnlockAchievement Parms{}; Parms.Index_0 = Index_0; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_UseEnemyFootIK // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_UseEnemyFootIK(bool bValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_UseEnemyFootIK"); Params::NoceCheatManager_Debug_UseEnemyFootIK Parms{}; Parms.bValue = bValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_UseNPCFootIK // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_UseNPCFootIK(bool bValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_UseNPCFootIK"); Params::NoceCheatManager_Debug_UseNPCFootIK Parms{}; Parms.bValue = bValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_UseNPCLookAtIK // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_UseNPCLookAtIK(bool bValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_UseNPCLookAtIK"); Params::NoceCheatManager_Debug_UseNPCLookAtIK Parms{}; Parms.bValue = bValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_UseNPCPoseDriverIK // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_UseNPCPoseDriverIK(bool bValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_UseNPCPoseDriverIK"); Params::NoceCheatManager_Debug_UseNPCPoseDriverIK Parms{}; Parms.bValue = bValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_UsePlayerAimIK // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_UsePlayerAimIK(bool bValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_UsePlayerAimIK"); Params::NoceCheatManager_Debug_UsePlayerAimIK Parms{}; Parms.bValue = bValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_UsePlayerFootIK // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_UsePlayerFootIK(bool bValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_UsePlayerFootIK"); Params::NoceCheatManager_Debug_UsePlayerFootIK Parms{}; Parms.bValue = bValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_UsePlayerFullBodyIK // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_UsePlayerFullBodyIK(bool bValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_UsePlayerFullBodyIK"); Params::NoceCheatManager_Debug_UsePlayerFullBodyIK Parms{}; Parms.bValue = bValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_UsePlayerLookAtIK // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_UsePlayerLookAtIK(bool bValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_UsePlayerLookAtIK"); Params::NoceCheatManager_Debug_UsePlayerLookAtIK Parms{}; Parms.bValue = bValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_UsePlayerPoseDriverIK // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_UsePlayerPoseDriverIK(bool bValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_UsePlayerPoseDriverIK"); Params::NoceCheatManager_Debug_UsePlayerPoseDriverIK Parms{}; Parms.bValue = bValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.Debug_UsePlayerSkirtIK // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::Debug_UsePlayerSkirtIK(bool bValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "Debug_UsePlayerSkirtIK"); Params::NoceCheatManager_Debug_UsePlayerSkirtIK Parms{}; Parms.bValue = bValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.DebugGoBack // (Final, Exec, Native, Public) void UNoceCheatManager::DebugGoBack() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "DebugGoBack"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.DebugGoSave // (Final, Exec, Native, Public) // Parameters: // class FName InSpotName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::DebugGoSave(class FName InSpotName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "DebugGoSave"); Params::NoceCheatManager_DebugGoSave Parms{}; Parms.InSpotName = InSpotName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.DebugGoTo // (Final, Exec, Native, Public) // Parameters: // class FName InSpotName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::DebugGoTo(class FName InSpotName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "DebugGoTo"); Params::NoceCheatManager_DebugGoTo Parms{}; Parms.InSpotName = InSpotName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.EnableEnemyNavModifier // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::EnableEnemyNavModifier(bool InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "EnableEnemyNavModifier"); Params::NoceCheatManager_EnableEnemyNavModifier Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.EnablePlayerNavModifier // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::EnablePlayerNavModifier(bool InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "EnablePlayerNavModifier"); Params::NoceCheatManager_EnablePlayerNavModifier Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.EnableSanitySpawnSystem // (Final, Exec, Native, Public) // Parameters: // bool bEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::EnableSanitySpawnSystem(bool bEnable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "EnableSanitySpawnSystem"); Params::NoceCheatManager_EnableSanitySpawnSystem Parms{}; Parms.bEnable = bEnable; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.GetDialogParentTables // (Event, Protected, BlueprintEvent) // Parameters: // class UCompositeDataTable* CompositeDataTable (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNoceCheatManager::GetDialogParentTables(class UCompositeDataTable* CompositeDataTable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "GetDialogParentTables"); Params::NoceCheatManager_GetDialogParentTables Parms{}; Parms.CompositeDataTable = CompositeDataTable; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function GameNoce.NoceCheatManager.GetGamePlayTagByName // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const class FName& InTagName (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FGameplayTag ReturnValue (Parm, OutParm, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) struct FGameplayTag UNoceCheatManager::GetGamePlayTagByName(const class FName& InTagName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "GetGamePlayTagByName"); Params::NoceCheatManager_GetGamePlayTagByName Parms{}; Parms.InTagName = InTagName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceCheatManager.IsDebugInvincibleEnabled // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceCheatManager::IsDebugInvincibleEnabled() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "IsDebugInvincibleEnabled"); Params::NoceCheatManager_IsDebugInvincibleEnabled Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceCheatManager.LockNavigationBuild // (Final, Exec, Native, Public) // Parameters: // bool bLock (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::LockNavigationBuild(bool bLock) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "LockNavigationBuild"); Params::NoceCheatManager_LockNavigationBuild Parms{}; Parms.bLock = bLock; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.NoceBugItGo // (Final, Exec, Native, Private, HasOutParams) // Parameters: // float X (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float Y (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float Z (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float pitch (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float Yaw (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float Roll (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FString* GatewayString (Parm, OutParm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::NoceBugItGo(float X, float Y, float Z, float pitch, float Yaw, float Roll, class FString* GatewayString) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "NoceBugItGo"); Params::NoceCheatManager_NoceBugItGo Parms{}; Parms.X = X; Parms.Y = Y; Parms.Z = Z; Parms.pitch = pitch; Parms.Yaw = Yaw; Parms.Roll = Roll; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (GatewayString != nullptr) *GatewayString = std::move(Parms.GatewayString); } // Function GameNoce.NoceCheatManager.OnChangePlayerCharMeshTypeWindowDecided // (Final, Native, Public) // Parameters: // const struct FNeoCheatPopWindowOutputParam&Result (Parm, NativeAccessSpecifierPublic) void UNoceCheatManager::OnChangePlayerCharMeshTypeWindowDecided(const struct FNeoCheatPopWindowOutputParam& Result) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "OnChangePlayerCharMeshTypeWindowDecided"); Params::NoceCheatManager_OnChangePlayerCharMeshTypeWindowDecided Parms{}; Parms.Result = std::move(Result); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.OnStartTutorialWindowDecided // (Final, Native, Public) // Parameters: // const struct FNeoCheatPopWindowOutputParam&Result (Parm, NativeAccessSpecifierPublic) void UNoceCheatManager::OnStartTutorialWindowDecided(const struct FNeoCheatPopWindowOutputParam& Result) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "OnStartTutorialWindowDecided"); Params::NoceCheatManager_OnStartTutorialWindowDecided Parms{}; Parms.Result = std::move(Result); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.OnTestDiloagWindowDecided // (Final, Native, Protected) // Parameters: // const struct FNeoCheatPopWindowOutputParam&Result (Parm, NativeAccessSpecifierPublic) void UNoceCheatManager::OnTestDiloagWindowDecided(const struct FNeoCheatPopWindowOutputParam& Result) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "OnTestDiloagWindowDecided"); Params::NoceCheatManager_OnTestDiloagWindowDecided Parms{}; Parms.Result = std::move(Result); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.SetDrawNavLinkInfo // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::SetDrawNavLinkInfo(bool InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "SetDrawNavLinkInfo"); Params::NoceCheatManager_SetDrawNavLinkInfo Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.SetNoceAIGlobalThinkEnable // (Final, Exec, Native, Public) // Parameters: // bool bEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::SetNoceAIGlobalThinkEnable(bool bEnable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "SetNoceAIGlobalThinkEnable"); Params::NoceCheatManager_SetNoceAIGlobalThinkEnable Parms{}; Parms.bEnable = bEnable; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.SetNoceEnv // (Final, Exec, Native, Public) // Parameters: // const class FString& AreaName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 RuntimeState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::SetNoceEnv(const class FString& AreaName, int32 Index_0, int32 RuntimeState) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "SetNoceEnv"); Params::NoceCheatManager_SetNoceEnv Parms{}; Parms.AreaName = std::move(AreaName); Parms.Index_0 = Index_0; Parms.RuntimeState = RuntimeState; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.SetNoceEnvExtra // (Final, Exec, Native, Public) // Parameters: // const class FString& AreaName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 RuntimeState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::SetNoceEnvExtra(const class FString& AreaName, int32 Index_0, int32 RuntimeState) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "SetNoceEnvExtra"); Params::NoceCheatManager_SetNoceEnvExtra Parms{}; Parms.AreaName = std::move(AreaName); Parms.Index_0 = Index_0; Parms.RuntimeState = RuntimeState; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.ShowDebugControlRig // (Final, Exec, Native, Protected, BlueprintCallable) // Parameters: // bool InShow (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::ShowDebugControlRig(bool InShow) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "ShowDebugControlRig"); Params::NoceCheatManager_ShowDebugControlRig Parms{}; Parms.InShow = InShow; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.ShowDebugKawaii // (Final, Exec, Native, Protected, BlueprintCallable) // Parameters: // bool InShow (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::ShowDebugKawaii(bool InShow) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "ShowDebugKawaii"); Params::NoceCheatManager_ShowDebugKawaii Parms{}; Parms.InShow = InShow; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.ShowDebugRigidBody // (Final, Exec, Native, Protected, BlueprintCallable) // Parameters: // bool InShow (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::ShowDebugRigidBody(bool InShow) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "ShowDebugRigidBody"); Params::NoceCheatManager_ShowDebugRigidBody Parms{}; Parms.InShow = InShow; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.ShowNoceAINoiseInfo // (Final, Exec, Native, Public) // Parameters: // bool bEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::ShowNoceAINoiseInfo(bool bEnable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "ShowNoceAINoiseInfo"); Params::NoceCheatManager_ShowNoceAINoiseInfo Parms{}; Parms.bEnable = bEnable; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.ShowNoceAISpawnerInfo // (Final, Exec, Native, Public) // Parameters: // bool bEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::ShowNoceAISpawnerInfo(bool bEnable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "ShowNoceAISpawnerInfo"); Params::NoceCheatManager_ShowNoceAISpawnerInfo Parms{}; Parms.bEnable = bEnable; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.ShowNoceAISystemInfo // (Final, Exec, Native, Public) // Parameters: // bool bEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatManager::ShowNoceAISystemInfo(bool bEnable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "ShowNoceAISystemInfo"); Params::NoceCheatManager_ShowNoceAISystemInfo Parms{}; Parms.bEnable = bEnable; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.SpawnDialogVOTestActor // (Final, Exec, Native, Public) void UNoceCheatManager::SpawnDialogVOTestActor() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "SpawnDialogVOTestActor"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.TestDialog // (Final, Exec, Native, Public) void UNoceCheatManager::TestDialog() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "TestDialog"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.ToggleCinematicNote // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatManager::ToggleCinematicNote() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "ToggleCinematicNote"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.ToggleFog // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatManager::ToggleFog() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "ToggleFog"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.ToggleGameClockInfo // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatManager::ToggleGameClockInfo() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "ToggleGameClockInfo"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.ToggleGameSettingInfo // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatManager::ToggleGameSettingInfo() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "ToggleGameSettingInfo"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.ToggleNoceAIGlobalThinkEnable // (Final, Exec, Native, Public) void UNoceCheatManager::ToggleNoceAIGlobalThinkEnable() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "ToggleNoceAIGlobalThinkEnable"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.ToggleNoceBattlePositionInfo // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatManager::ToggleNoceBattlePositionInfo() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "ToggleNoceBattlePositionInfo"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.ToggleNoceBattlePositionSystem // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatManager::ToggleNoceBattlePositionSystem() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "ToggleNoceBattlePositionSystem"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.ToggleNoceDialogInfo // (Final, Exec, Native, Public) void UNoceCheatManager::ToggleNoceDialogInfo() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "ToggleNoceDialogInfo"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.ToggleNocePPVDetailInfo // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatManager::ToggleNocePPVDetailInfo() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "ToggleNocePPVDetailInfo"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.ToggleNocePPVInfo // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatManager::ToggleNocePPVInfo() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "ToggleNocePPVInfo"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.ToggleOnewayInfo // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatManager::ToggleOnewayInfo() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "ToggleOnewayInfo"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.ToggleOnlyPPVInfo // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatManager::ToggleOnlyPPVInfo() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "ToggleOnlyPPVInfo"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.ToggleProgressInfo // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatManager::ToggleProgressInfo() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "ToggleProgressInfo"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.ToggleSweetLightCh // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatManager::ToggleSweetLightCh() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "ToggleSweetLightCh"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.ToggleSweetLightEnv // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatManager::ToggleSweetLightEnv() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "ToggleSweetLightEnv"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatManager.ToggleSweetLightMoon // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatManager::ToggleSweetLightMoon() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatManager", "ToggleSweetLightMoon"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatTitleLevelExtension.Debug_DeleteAllAutoSave // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatTitleLevelExtension::Debug_DeleteAllAutoSave() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatTitleLevelExtension", "Debug_DeleteAllAutoSave"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatTitleLevelExtension.Debug_DeleteAllGameSave // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatTitleLevelExtension::Debug_DeleteAllGameSave() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatTitleLevelExtension", "Debug_DeleteAllGameSave"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatTitleLevelExtension.Debug_DeleteAllMaunalSave // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatTitleLevelExtension::Debug_DeleteAllMaunalSave() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatTitleLevelExtension", "Debug_DeleteAllMaunalSave"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatTitleLevelExtension.Debug_DeleteSlot // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // int32 SlotIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatTitleLevelExtension::Debug_DeleteSlot(int32 SlotIndex) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatTitleLevelExtension", "Debug_DeleteSlot"); Params::NoceCheatTitleLevelExtension_Debug_DeleteSlot Parms{}; Parms.SlotIndex = SlotIndex; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatTitleLevelExtension.Debug_DeleteSystemSave // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatTitleLevelExtension::Debug_DeleteSystemSave() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatTitleLevelExtension", "Debug_DeleteSystemSave"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatTitleLevelExtension.Debug_JumpLevel // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatTitleLevelExtension::Debug_JumpLevel() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatTitleLevelExtension", "Debug_JumpLevel"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatTitleLevelExtension.Debug_NewGameActionLevel // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // int32 InLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatTitleLevelExtension::Debug_NewGameActionLevel(int32 InLevel) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatTitleLevelExtension", "Debug_NewGameActionLevel"); Params::NoceCheatTitleLevelExtension_Debug_NewGameActionLevel Parms{}; Parms.InLevel = InLevel; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatTitleLevelExtension.Debug_NewGameClearUFO // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // int32 InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatTitleLevelExtension::Debug_NewGameClearUFO(int32 InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatTitleLevelExtension", "Debug_NewGameClearUFO"); Params::NoceCheatTitleLevelExtension_Debug_NewGameClearUFO Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatTitleLevelExtension.Debug_NewGameRiddleLevel // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // int32 InLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatTitleLevelExtension::Debug_NewGameRiddleLevel(int32 InLevel) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatTitleLevelExtension", "Debug_NewGameRiddleLevel"); Params::NoceCheatTitleLevelExtension_Debug_NewGameRiddleLevel Parms{}; Parms.InLevel = InLevel; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatTitleLevelExtension.Debug_NewGameSimulateEnding // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // int32 InEndingType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatTitleLevelExtension::Debug_NewGameSimulateEnding(int32 InEndingType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatTitleLevelExtension", "Debug_NewGameSimulateEnding"); Params::NoceCheatTitleLevelExtension_Debug_NewGameSimulateEnding Parms{}; Parms.InEndingType = InEndingType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatTitleLevelExtension.Debug_NewGameSimulateRound // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // int32 InRound (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatTitleLevelExtension::Debug_NewGameSimulateRound(int32 InRound) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatTitleLevelExtension", "Debug_NewGameSimulateRound"); Params::NoceCheatTitleLevelExtension_Debug_NewGameSimulateRound Parms{}; Parms.InRound = InRound; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatTitleLevelExtension.Debug_PlayerOutfit // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // int32 InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatTitleLevelExtension::Debug_PlayerOutfit(int32 InType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatTitleLevelExtension", "Debug_PlayerOutfit"); Params::NoceCheatTitleLevelExtension_Debug_PlayerOutfit Parms{}; Parms.InType = InType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatTitleLevelExtension.Debug_SetEndingCleared // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // int32 InEndingType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatTitleLevelExtension::Debug_SetEndingCleared(int32 InEndingType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatTitleLevelExtension", "Debug_SetEndingCleared"); Params::NoceCheatTitleLevelExtension_Debug_SetEndingCleared Parms{}; Parms.InEndingType = InEndingType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatTitleLevelExtension.Debug_SetEndingNotCleared // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // int32 InEndingType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatTitleLevelExtension::Debug_SetEndingNotCleared(int32 InEndingType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatTitleLevelExtension", "Debug_SetEndingNotCleared"); Params::NoceCheatTitleLevelExtension_Debug_SetEndingNotCleared Parms{}; Parms.InEndingType = InEndingType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatTitleLevelExtension.Debug_SetLastEndingType // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // int32 InEndingType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatTitleLevelExtension::Debug_SetLastEndingType(int32 InEndingType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatTitleLevelExtension", "Debug_SetLastEndingType"); Params::NoceCheatTitleLevelExtension_Debug_SetLastEndingType Parms{}; Parms.InEndingType = InEndingType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatTitleLevelExtension.Debug_SetTitleCorruptLevel // (Final, Exec, Native, Public, BlueprintCallable) // Parameters: // int32 InLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatTitleLevelExtension::Debug_SetTitleCorruptLevel(int32 InLevel) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatTitleLevelExtension", "Debug_SetTitleCorruptLevel"); Params::NoceCheatTitleLevelExtension_Debug_SetTitleCorruptLevel Parms{}; Parms.InLevel = InLevel; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatTitleLevelExtension.Debug_ToggleStorageInfo // (Final, Exec, Native, Public, BlueprintCallable) void UNoceCheatTitleLevelExtension::Debug_ToggleStorageInfo() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatTitleLevelExtension", "Debug_ToggleStorageInfo"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatTitleLevelExtension.GetAllProgressTags // (Final, Native, Public) // Parameters: // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNoceCheatTitleLevelExtension::GetAllProgressTags() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatTitleLevelExtension", "GetAllProgressTags"); Params::NoceCheatTitleLevelExtension_GetAllProgressTags Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceCheatTitleLevelExtension.GetAllProgressTagsAndNames // (Final, Native, Public, BlueprintCallable) // Parameters: // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNoceCheatTitleLevelExtension::GetAllProgressTagsAndNames() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatTitleLevelExtension", "GetAllProgressTagsAndNames"); Params::NoceCheatTitleLevelExtension_GetAllProgressTagsAndNames Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceCheatTitleLevelExtension.GetAllTeleportTagsAndNames // (Final, Native, Public, BlueprintCallable) // Parameters: // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNoceCheatTitleLevelExtension::GetAllTeleportTagsAndNames() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatTitleLevelExtension", "GetAllTeleportTagsAndNames"); Params::NoceCheatTitleLevelExtension_GetAllTeleportTagsAndNames Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceCheatTitleLevelExtension.GetLevels // (Final, Native, Public) // Parameters: // int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNoceCheatTitleLevelExtension::GetLevels(int32 Index_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatTitleLevelExtension", "GetLevels"); Params::NoceCheatTitleLevelExtension_GetLevels Parms{}; Parms.Index_0 = Index_0; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceCheatTitleLevelExtension.GetLevelTags // (Event, Public, BlueprintEvent) // Parameters: // int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNoceCheatTitleLevelExtension::GetLevelTags(int32 Index_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatTitleLevelExtension", "GetLevelTags"); Params::NoceCheatTitleLevelExtension_GetLevelTags Parms{}; Parms.Index_0 = Index_0; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function GameNoce.NoceCheatTitleLevelExtension.JumpLevel // (Event, Public, BlueprintEvent) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceCheatTitleLevelExtension::JumpLevel() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatTitleLevelExtension", "JumpLevel"); Params::NoceCheatTitleLevelExtension_JumpLevel Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function GameNoce.NoceCheatTitleLevelExtension.OnJumpLevelWindowDecided // (Final, Native, Public) // Parameters: // const struct FNeoCheatPopWindowOutputParam&Result (Parm, NativeAccessSpecifierPublic) void UNoceCheatTitleLevelExtension::OnJumpLevelWindowDecided(const struct FNeoCheatPopWindowOutputParam& Result) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatTitleLevelExtension", "OnJumpLevelWindowDecided"); Params::NoceCheatTitleLevelExtension_OnJumpLevelWindowDecided Parms{}; Parms.Result = std::move(Result); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatTitleLevelExtension.UpdateCutSceneNamesAndProgressTags // (Final, Native, Protected, BlueprintCallable) void UNoceCheatTitleLevelExtension::UpdateCutSceneNamesAndProgressTags() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatTitleLevelExtension", "UpdateCutSceneNamesAndProgressTags"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceTitleWidget.OnLogoDefaultFinished // (Final, Native, Protected) void UNoceTitleWidget::OnLogoDefaultFinished() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTitleWidget", "OnLogoDefaultFinished"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceTitleWidget.OnLogoToPressCompleted // (Final, Native, Protected) void UNoceTitleWidget::OnLogoToPressCompleted() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTitleWidget", "OnLogoToPressCompleted"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatUIExtension.Debug_AutoSwitchInputIcon // (Final, Exec, Native, Public) // Parameters: // bool InEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatUIExtension::Debug_AutoSwitchInputIcon(bool InEnable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatUIExtension", "Debug_AutoSwitchInputIcon"); Params::NoceCheatUIExtension_Debug_AutoSwitchInputIcon Parms{}; Parms.InEnable = InEnable; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatUIExtension.Debug_EnableSavePointFixWeapon // (Final, Exec, Native, Public) // Parameters: // bool InEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatUIExtension::Debug_EnableSavePointFixWeapon(bool InEnable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatUIExtension", "Debug_EnableSavePointFixWeapon"); Params::NoceCheatUIExtension_Debug_EnableSavePointFixWeapon Parms{}; Parms.InEnable = InEnable; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatUIExtension.Debug_EnableSavePointOffering // (Final, Exec, Native, Public) // Parameters: // bool InEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatUIExtension::Debug_EnableSavePointOffering(bool InEnable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatUIExtension", "Debug_EnableSavePointOffering"); Params::NoceCheatUIExtension_Debug_EnableSavePointOffering Parms{}; Parms.InEnable = InEnable; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatUIExtension.Debug_EnableSavePointUpgrade // (Final, Exec, Native, Public) // Parameters: // bool InEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCheatUIExtension::Debug_EnableSavePointUpgrade(bool InEnable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatUIExtension", "Debug_EnableSavePointUpgrade"); Params::NoceCheatUIExtension_Debug_EnableSavePointUpgrade Parms{}; Parms.InEnable = InEnable; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatUIExtension.Debug_HideCredit // (Final, Exec, Native, Public) void UNoceCheatUIExtension::Debug_HideCredit() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatUIExtension", "Debug_HideCredit"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatUIExtension.Debug_TestQuestUI // (Final, Exec, Native, Public) void UNoceCheatUIExtension::Debug_TestQuestUI() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatUIExtension", "Debug_TestQuestUI"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCheatUIExtension.OnTestQuestWindowDecided // (Final, Native, Public) // Parameters: // const struct FNeoCheatPopWindowOutputParam&Result (Parm, NativeAccessSpecifierPublic) void UNoceCheatUIExtension::OnTestQuestWindowDecided(const struct FNeoCheatPopWindowOutputParam& Result) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCheatUIExtension", "OnTestQuestWindowDecided"); Params::NoceCheatUIExtension_OnTestQuestWindowDecided Parms{}; Parms.Result = std::move(Result); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceTeleportTarget.GetPointName // (Native, Event, Protected, BlueprintEvent) // Parameters: // class FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) class FString ANoceTeleportTarget::GetPointName() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTeleportTarget", "GetPointName"); Params::NoceTeleportTarget_GetPointName Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceTeleportTarget.GetWorldTriggerGateway // (Native, Event, Protected, BlueprintEvent) // Parameters: // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray ANoceTeleportTarget::GetWorldTriggerGateway() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTeleportTarget", "GetWorldTriggerGateway"); Params::NoceTeleportTarget_GetWorldTriggerGateway Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceTeleportTarget.OnEndTeleport // (Native, Event, Protected, BlueprintCallable, BlueprintEvent) void ANoceTeleportTarget::OnEndTeleport() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTeleportTarget", "OnEndTeleport"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceTeleportTarget.OnStartTeleport // (Native, Event, Protected, BlueprintCallable, BlueprintEvent) void ANoceTeleportTarget::OnStartTeleport() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTeleportTarget", "OnStartTeleport"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceTeleportTarget.PreActualTeleport // (Native, Event, Protected, BlueprintCallable, BlueprintEvent) void ANoceTeleportTarget::PreActualTeleport() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTeleportTarget", "PreActualTeleport"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceTeleportTarget.ReadyForFlush // (Final, Native, Public, BlueprintCallable) void ANoceTeleportTarget::ReadyForFlush() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTeleportTarget", "ReadyForFlush"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceTeleportTarget.RequestTeleport // (Final, Native, Public, BlueprintCallable) // Parameters: // class APawn* InPassenger (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ResetCamera (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool IsInstant (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool StrictlyStreamingComplete (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool TeleportAfterStreaming (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ForceGCAfterLevelStreamedOut (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool IgnoreWorldTrigger (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceTeleportTarget::RequestTeleport(class APawn* InPassenger, bool ResetCamera, bool IsInstant, bool StrictlyStreamingComplete, bool TeleportAfterStreaming, bool ForceGCAfterLevelStreamedOut, bool IgnoreWorldTrigger) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTeleportTarget", "RequestTeleport"); Params::NoceTeleportTarget_RequestTeleport Parms{}; Parms.InPassenger = InPassenger; Parms.ResetCamera = ResetCamera; Parms.IsInstant = IsInstant; Parms.StrictlyStreamingComplete = StrictlyStreamingComplete; Parms.TeleportAfterStreaming = TeleportAfterStreaming; Parms.ForceGCAfterLevelStreamedOut = ForceGCAfterLevelStreamedOut; Parms.IgnoreWorldTrigger = IgnoreWorldTrigger; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceTileView.BP_GetEntryWidgetFromItem // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // const class UObject* Item (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UUserWidget* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UUserWidget* UNoceTileView::BP_GetEntryWidgetFromItem(const class UObject* Item) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTileView", "BP_GetEntryWidgetFromItem"); Params::NoceTileView_BP_GetEntryWidgetFromItem Parms{}; Parms.Item = Item; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceTileView.BP_ItemFromEntryWidget // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // class UUserWidget* EntryWidget (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UObject* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UObject* UNoceTileView::BP_ItemFromEntryWidget(class UUserWidget* EntryWidget) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTileView", "BP_ItemFromEntryWidget"); Params::NoceTileView_BP_ItemFromEntryWidget Parms{}; Parms.EntryWidget = EntryWidget; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceTileView.BP_UpdateScrollbarVisibility // (Final, Native, Public) void UNoceTileView::BP_UpdateScrollbarVisibility() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTileView", "BP_UpdateScrollbarVisibility"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceTileView.DisableInputs // (Final, Native, Public, BlueprintCallable) void UNoceTileView::DisableInputs() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTileView", "DisableInputs"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceTileView.EnableInputs // (Final, Native, Public, BlueprintCallable) void UNoceTileView::EnableInputs() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTileView", "EnableInputs"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceTileView.GetSelectingIndex // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UNoceTileView::GetSelectingIndex() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTileView", "GetSelectingIndex"); Params::NoceTileView_GetSelectingIndex Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceTileView.IsUserScrolling // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceTileView::IsUserScrolling() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTileView", "IsUserScrolling"); Params::NoceTileView_IsUserScrolling Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceTileView.PlaySound // (Final, Native, Public, BlueprintCallable) // Parameters: // const struct FNeoAudioTriggerIdHandle& TriggerId (Parm, NoDestructor, NativeAccessSpecifierPublic) void UNoceTileView::PlaySound(const struct FNeoAudioTriggerIdHandle& TriggerId) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTileView", "PlaySound"); Params::NoceTileView_PlaySound Parms{}; Parms.TriggerId = std::move(TriggerId); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceTileView.SetSound // (Final, Native, Public, BlueprintCallable) // Parameters: // const struct FNeoAudioTriggerIdHandle& InSelectSound (Parm, NoDestructor, NativeAccessSpecifierPublic) // const struct FNeoAudioTriggerIdHandle& InMouseHoverSound (Parm, NoDestructor, NativeAccessSpecifierPublic) void UNoceTileView::SetSound(const struct FNeoAudioTriggerIdHandle& InSelectSound, const struct FNeoAudioTriggerIdHandle& InMouseHoverSound) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTileView", "SetSound"); Params::NoceTileView_SetSound Parms{}; Parms.InSelectSound = std::move(InSelectSound); Parms.InMouseHoverSound = std::move(InMouseHoverSound); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceTileView.UpdateInput // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const struct FInputEvent& InputEvent (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // const struct FKey& Key (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceTileView::UpdateInput(const struct FInputEvent& InputEvent, const struct FKey& Key) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTileView", "UpdateInput"); Params::NoceTileView_UpdateInput Parms{}; Parms.InputEvent = std::move(InputEvent); Parms.Key = std::move(Key); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceChooserWidget.BP_UpdateSelectionIndex // (Event, Protected, HasOutParams, BlueprintEvent) // Parameters: // bool IsLeft (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceChooserWidget::BP_UpdateSelectionIndex(bool IsLeft, bool* NoUse) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceChooserWidget", "BP_UpdateSelectionIndex"); Params::NoceChooserWidget_BP_UpdateSelectionIndex Parms{}; Parms.IsLeft = IsLeft; UObject::ProcessEvent(Func, &Parms); if (NoUse != nullptr) *NoUse = Parms.NoUse; } // Function GameNoce.NoceChooserWidget.GetText // (Event, Protected, BlueprintEvent) // Parameters: // class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) class FText UNoceChooserWidget::GetText() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceChooserWidget", "GetText"); Params::NoceChooserWidget_GetText Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function GameNoce.NoceChooserWidget.OnMouseDownLeftArrow // (Final, Native, Protected) void UNoceChooserWidget::OnMouseDownLeftArrow() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceChooserWidget", "OnMouseDownLeftArrow"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceChooserWidget.OnMouseDownRightArrow // (Final, Native, Protected) void UNoceChooserWidget::OnMouseDownRightArrow() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceChooserWidget", "OnMouseDownRightArrow"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceChooserWidget.RefreshText // (Final, Native, Protected, BlueprintCallable) void UNoceChooserWidget::RefreshText() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceChooserWidget", "RefreshText"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceChooserWidget.SetSetting // (Native, Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // class UObject* InSetting (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceChooserWidget::SetSetting(class UObject* InSetting, bool* NoUse) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceChooserWidget", "SetSetting"); Params::NoceChooserWidget_SetSetting Parms{}; Parms.InSetting = InSetting; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (NoUse != nullptr) *NoUse = Parms.NoUse; } // Function GameNoce.NoceChooserWidget.UpdateInput // (Final, Native, Public, BlueprintCallable) // Parameters: // bool IsLeft (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceChooserWidget::UpdateInput(bool IsLeft) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceChooserWidget", "UpdateInput"); Params::NoceChooserWidget_UpdateInput Parms{}; Parms.IsLeft = IsLeft; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceChooserWidget.UpdateIsDisable // (Final, Native, Public, BlueprintCallable) void UNoceChooserWidget::UpdateIsDisable() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceChooserWidget", "UpdateIsDisable"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceChooserWidget.UpdateSelectionIndex // (Final, Native, Protected, BlueprintCallable) // Parameters: // bool IsLeft (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceChooserWidget::UpdateSelectionIndex(bool IsLeft) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceChooserWidget", "UpdateSelectionIndex"); Params::NoceChooserWidget_UpdateSelectionIndex Parms{}; Parms.IsLeft = IsLeft; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceChunkInstance.CheckDownloadableContentByRowName // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // class FName InRowName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool* OutIsChunkInstalled (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool* OutIsOwnedDLC (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceChunkInstance::CheckDownloadableContentByRowName(class FName InRowName, bool* OutIsChunkInstalled, bool* OutIsOwnedDLC) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceChunkInstance", "CheckDownloadableContentByRowName"); Params::NoceChunkInstance_CheckDownloadableContentByRowName Parms{}; Parms.InRowName = InRowName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutIsChunkInstalled != nullptr) *OutIsChunkInstalled = Parms.OutIsChunkInstalled; if (OutIsOwnedDLC != nullptr) *OutIsOwnedDLC = Parms.OutIsOwnedDLC; } // Function GameNoce.NoceChunkInstance.Initialize_BP // (Event, Public, BlueprintEvent) void UNoceChunkInstance::Initialize_BP() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceChunkInstance", "Initialize_BP"); UObject::ProcessEvent(Func, nullptr); } // Function GameNoce.NoceChunkInstance.SetupDebugData_BP // (Event, Public, BlueprintEvent) void UNoceChunkInstance::SetupDebugData_BP() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceChunkInstance", "SetupDebugData_BP"); UObject::ProcessEvent(Func, nullptr); } // Function GameNoce.NoceChunkInstance.SetUsingChunkDebugData // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InIsEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceChunkInstance::SetUsingChunkDebugData(bool InIsEnable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceChunkInstance", "SetUsingChunkDebugData"); Params::NoceChunkInstance_SetUsingChunkDebugData Parms{}; Parms.InIsEnable = InIsEnable; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceChunkInstance.ShowCheckDLCResult_BP // (Event, Public, BlueprintEvent) // Parameters: // class FName InRowName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool IsChunkInstalled (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool IsOwnedDLC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceChunkInstance::ShowCheckDLCResult_BP(class FName InRowName, bool IsChunkInstalled, bool IsOwnedDLC) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceChunkInstance", "ShowCheckDLCResult_BP"); Params::NoceChunkInstance_ShowCheckDLCResult_BP Parms{}; Parms.InRowName = InRowName; Parms.IsChunkInstalled = IsChunkInstalled; Parms.IsOwnedDLC = IsOwnedDLC; UObject::ProcessEvent(Func, &Parms); } // Function GameNoce.NoceChunkInstance.StartQueryDLC // (Final, Native, Public, BlueprintCallable) void UNoceChunkInstance::StartQueryDLC() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceChunkInstance", "StartQueryDLC"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceChunkInstance.StopQueryDLC // (Final, Native, Public, BlueprintCallable) void UNoceChunkInstance::StopQueryDLC() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceChunkInstance", "StopQueryDLC"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceChunkInstance.UpdateChunkDebugData // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName InRowName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ENoceChunkDebugType InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ENoceChunkDebugAction InAction (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceChunkInstance::UpdateChunkDebugData(class FName InRowName, ENoceChunkDebugType InType, ENoceChunkDebugAction InAction) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceChunkInstance", "UpdateChunkDebugData"); Params::NoceChunkInstance_UpdateChunkDebugData Parms{}; Parms.InRowName = InRowName; Parms.InType = InType; Parms.InAction = InAction; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceChunkInstance.DoesChunkFileExist // (Final, Native, Protected, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 InChunkID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceChunkInstance::DoesChunkFileExist(int32 InChunkID) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceChunkInstance", "DoesChunkFileExist"); Params::NoceChunkInstance_DoesChunkFileExist Parms{}; Parms.InChunkID = InChunkID; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceChunkInstance.DoesGOGFileExist // (Final, Native, Protected, BlueprintCallable, BlueprintPure, Const) // Parameters: // const class FString& InChunkID (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceChunkInstance::DoesGOGFileExist(const class FString& InChunkID) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceChunkInstance", "DoesGOGFileExist"); Params::NoceChunkInstance_DoesGOGFileExist Parms{}; Parms.InChunkID = std::move(InChunkID); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceChunkInstance.GetChunkDataByName // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FNoceChunkDataRow ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FNoceChunkDataRow UNoceChunkInstance::GetChunkDataByName(class FName InName) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceChunkInstance", "GetChunkDataByName"); Params::NoceChunkInstance_GetChunkDataByName Parms{}; Parms.InName = InName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceChunkInstance.GetChunkDataRowNames // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNoceChunkInstance::GetChunkDataRowNames() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceChunkInstance", "GetChunkDataRowNames"); Params::NoceChunkInstance_GetChunkDataRowNames Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceChunkInstance.GetChunkIDFromDataRow // (Final, Native, Protected, BlueprintCallable, BlueprintPure, Const) // Parameters: // const struct FNoceChunkDataRow& InDataRow (Parm, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UNoceChunkInstance::GetChunkIDFromDataRow(const struct FNoceChunkDataRow& InDataRow) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceChunkInstance", "GetChunkIDFromDataRow"); Params::NoceChunkInstance_GetChunkIDFromDataRow Parms{}; Parms.InDataRow = std::move(InDataRow); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceChunkInstance.GetDebugDataByType // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class FName InRowName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ENoceChunkDebugType InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceChunkInstance::GetDebugDataByType(class FName InRowName, ENoceChunkDebugType InType) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceChunkInstance", "GetDebugDataByType"); Params::NoceChunkInstance_GetDebugDataByType Parms{}; Parms.InRowName = InRowName; Parms.InType = InType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceChunkInstance.GetDownloadContentIDFromDataRow // (Final, Native, Protected, BlueprintCallable, BlueprintPure, Const) // Parameters: // const struct FNoceChunkDataRow& InDataRow (Parm, NativeAccessSpecifierPublic) // class FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) class FString UNoceChunkInstance::GetDownloadContentIDFromDataRow(const struct FNoceChunkDataRow& InDataRow) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceChunkInstance", "GetDownloadContentIDFromDataRow"); Params::NoceChunkInstance_GetDownloadContentIDFromDataRow Parms{}; Parms.InDataRow = std::move(InDataRow); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceChunkInstance.GetGOGChunkIDFromDataRow // (Final, Native, Protected, BlueprintCallable, BlueprintPure, Const) // Parameters: // const struct FNoceChunkDataRow& InDataRow (Parm, NativeAccessSpecifierPublic) // class FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) class FString UNoceChunkInstance::GetGOGChunkIDFromDataRow(const struct FNoceChunkDataRow& InDataRow) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceChunkInstance", "GetGOGChunkIDFromDataRow"); Params::NoceChunkInstance_GetGOGChunkIDFromDataRow Parms{}; Parms.InDataRow = std::move(InDataRow); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceChunkInstance.IsChunkInstalled // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int32 InChunkID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceChunkInstance::IsChunkInstalled(int32 InChunkID) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceChunkInstance", "IsChunkInstalled"); Params::NoceChunkInstance_IsChunkInstalled Parms{}; Parms.InChunkID = InChunkID; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceChunkInstance.IsChunkInstalledByRowName // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class FName InRowName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceChunkInstance::IsChunkInstalledByRowName(class FName InRowName) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceChunkInstance", "IsChunkInstalledByRowName"); Params::NoceChunkInstance_IsChunkInstalledByRowName Parms{}; Parms.InRowName = InRowName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceChunkInstance.IsOwnedDLCByID // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // const class FString& InDLCID (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceChunkInstance::IsOwnedDLCByID(const class FString& InDLCID) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceChunkInstance", "IsOwnedDLCByID"); Params::NoceChunkInstance_IsOwnedDLCByID Parms{}; Parms.InDLCID = std::move(InDLCID); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceChunkInstance.IsOwnedDLCByRowName // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class FName InRowName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceChunkInstance::IsOwnedDLCByRowName(class FName InRowName) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceChunkInstance", "IsOwnedDLCByRowName"); Params::NoceChunkInstance_IsOwnedDLCByRowName Parms{}; Parms.InRowName = InRowName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceCineCharInterface.DisableClothingWeightWhenSeqStart // (Native, Public) void INoceCineCharInterface::DisableClothingWeightWhenSeqStart() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("NoceCineCharInterface", "DisableClothingWeightWhenSeqStart"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCineCharInterface.DisablePropertyForCineChar // (Native, Event, Protected, HasOutParams, BlueprintEvent) // Parameters: // bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void INoceCineCharInterface::DisablePropertyForCineChar(bool* NoUse) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("NoceCineCharInterface", "DisablePropertyForCineChar"); Params::NoceCineCharInterface_DisablePropertyForCineChar Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (NoUse != nullptr) *NoUse = Parms.NoUse; } // Function GameNoce.NoceCineCharInterface.EnablePropertyForCineChar // (Native, Event, Protected, BlueprintEvent) // Parameters: // const class UNoceCinematicActorComponent*inCineComponent (ConstParm, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void INoceCineCharInterface::EnablePropertyForCineChar(const class UNoceCinematicActorComponent* inCineComponent) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("NoceCineCharInterface", "EnablePropertyForCineChar"); Params::NoceCineCharInterface_EnablePropertyForCineChar Parms{}; Parms.inCineComponent = inCineComponent; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCineCharInterface.ResetClothingWeightWhenSeqStart // (Native, Public) void INoceCineCharInterface::ResetClothingWeightWhenSeqStart() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("NoceCineCharInterface", "ResetClothingWeightWhenSeqStart"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCineCharInterface.ResetWeaponStateForGameplay // (Native, Event, Public, BlueprintCallable, BlueprintEvent) void INoceCineCharInterface::ResetWeaponStateForGameplay() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("NoceCineCharInterface", "ResetWeaponStateForGameplay"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCineCharInterface.SetClearCineActorMeshTransform // (Native, Public) // Parameters: // bool bEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void INoceCineCharInterface::SetClearCineActorMeshTransform(bool bEnable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("NoceCineCharInterface", "SetClearCineActorMeshTransform"); Params::NoceCineCharInterface_SetClearCineActorMeshTransform Parms{}; Parms.bEnable = bEnable; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCineCharInterface.SetEnableLastCamBlendStart // (Native, Event, Public, BlueprintCallable, BlueprintEvent) // Parameters: // bool bEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void INoceCineCharInterface::SetEnableLastCamBlendStart(bool bEnable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("NoceCineCharInterface", "SetEnableLastCamBlendStart"); Params::NoceCineCharInterface_SetEnableLastCamBlendStart Parms{}; Parms.bEnable = bEnable; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCineCharInterface.SetPreSeamlessTrigger // (Native, Event, Public, BlueprintCallable, BlueprintEvent) // Parameters: // class AActor* InTrigger (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void INoceCineCharInterface::SetPreSeamlessTrigger(class AActor* InTrigger) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("NoceCineCharInterface", "SetPreSeamlessTrigger"); Params::NoceCineCharInterface_SetPreSeamlessTrigger Parms{}; Parms.InTrigger = InTrigger; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCineCharInterface.ShowWeaponForCinematic // (Native, Event, Public, BlueprintCallable, BlueprintEvent) // Parameters: // bool bShow (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void INoceCineCharInterface::ShowWeaponForCinematic(bool bShow) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("NoceCineCharInterface", "ShowWeaponForCinematic"); Params::NoceCineCharInterface_ShowWeaponForCinematic Parms{}; Parms.bShow = bShow; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCineCharInterface.UpdateHinaMeshTypeByCurrentSeqData // (Native, Event, Public, BlueprintCallable, BlueprintEvent) void INoceCineCharInterface::UpdateHinaMeshTypeByCurrentSeqData() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("NoceCineCharInterface", "UpdateHinaMeshTypeByCurrentSeqData"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCineCharInterface.UpdateWhenSequenceStartForReBindingChar // (Native, Event, Public, BlueprintCallable, BlueprintEvent) // Parameters: // class AActor* SequenceActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void INoceCineCharInterface::UpdateWhenSequenceStartForReBindingChar(class AActor* SequenceActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("NoceCineCharInterface", "UpdateWhenSequenceStartForReBindingChar"); Params::NoceCineCharInterface_UpdateWhenSequenceStartForReBindingChar Parms{}; Parms.SequenceActor = SequenceActor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCineCharInterface.UpdateWhenSequenceStopForReBindingChar // (Native, Event, Public, BlueprintCallable, BlueprintEvent) // Parameters: // class AActor* SequenceActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void INoceCineCharInterface::UpdateWhenSequenceStopForReBindingChar(class AActor* SequenceActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("NoceCineCharInterface", "UpdateWhenSequenceStopForReBindingChar"); Params::NoceCineCharInterface_UpdateWhenSequenceStopForReBindingChar Parms{}; Parms.SequenceActor = SequenceActor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCineCharInterface.GetCharacterTag // (Native, Public, Const) // Parameters: // struct FGameplayTag ReturnValue (Parm, OutParm, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) struct FGameplayTag INoceCineCharInterface::GetCharacterTag() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("NoceCineCharInterface", "GetCharacterTag"); Params::NoceCineCharInterface_GetCharacterTag Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceCineCharInterface.GetEnableLastCamBlendStart // (Native, Event, Public, BlueprintCallable, BlueprintEvent, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool INoceCineCharInterface::GetEnableLastCamBlendStart() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("NoceCineCharInterface", "GetEnableLastCamBlendStart"); Params::NoceCineCharInterface_GetEnableLastCamBlendStart Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceCineCharInterface.GetPreSeamlessTrigger // (Native, Event, Public, BlueprintCallable, BlueprintEvent, BlueprintPure, Const) // Parameters: // class AActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AActor* INoceCineCharInterface::GetPreSeamlessTrigger() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("NoceCineCharInterface", "GetPreSeamlessTrigger"); Params::NoceCineCharInterface_GetPreSeamlessTrigger Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceCineCharInterface.IsCineChar // (Native, Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure, Const) // Parameters: // bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool INoceCineCharInterface::IsCineChar(bool* NoUse) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("NoceCineCharInterface", "IsCineChar"); Params::NoceCineCharInterface_IsCineChar Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (NoUse != nullptr) *NoUse = Parms.NoUse; return Parms.ReturnValue; } // Function GameNoce.NoceCineCharInterface.IsInCinematic // (Native, Event, Public, BlueprintCallable, BlueprintEvent, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool INoceCineCharInterface::IsInCinematic() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("NoceCineCharInterface", "IsInCinematic"); Params::NoceCineCharInterface_IsInCinematic Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceCineCharInterface.IsUseSeqData // (Native, Event, Public, BlueprintCallable, BlueprintEvent, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool INoceCineCharInterface::IsUseSeqData() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("NoceCineCharInterface", "IsUseSeqData"); Params::NoceCineCharInterface_IsUseSeqData Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerController.AddForbiddenInputActions // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const TArray& InInputActions (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // class FName InToken (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerController::AddForbiddenInputActions(const TArray& InInputActions, class FName InToken) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerController", "AddForbiddenInputActions"); Params::NocePlayerController_AddForbiddenInputActions Parms{}; Parms.InInputActions = std::move(InInputActions); Parms.InToken = InToken; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerController.DoFlushPressedKeys // (Final, Native, Public, BlueprintCallable) void ANocePlayerController::DoFlushPressedKeys() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerController", "DoFlushPressedKeys"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerController.DoInteractAction // (Final, Native, Public, BlueprintCallable) void ANocePlayerController::DoInteractAction() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerController", "DoInteractAction"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerController.DoSimulateInputAction // (Final, Native, Public, BlueprintCallable) // Parameters: // ENoceInputAction InputAction (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool Pressed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerController::DoSimulateInputAction(ENoceInputAction InputAction, bool Pressed) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerController", "DoSimulateInputAction"); Params::NocePlayerController_DoSimulateInputAction Parms{}; Parms.InputAction = InputAction; Parms.Pressed = Pressed; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerController.DoSprintAction // (Final, Native, Public, BlueprintCallable) void ANocePlayerController::DoSprintAction() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerController", "DoSprintAction"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerController.GetAcceptInputAction // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerController::GetAcceptInputAction() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerController", "GetAcceptInputAction"); Params::NocePlayerController_GetAcceptInputAction Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerController.GetAcceptInputAxis // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerController::GetAcceptInputAxis() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerController", "GetAcceptInputAxis"); Params::NocePlayerController_GetAcceptInputAxis Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerController.GetAcceptInputCamera // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerController::GetAcceptInputCamera() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerController", "GetAcceptInputCamera"); Params::NocePlayerController_GetAcceptInputCamera Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerController.GetAcceptUIInputAction // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerController::GetAcceptUIInputAction() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerController", "GetAcceptUIInputAction"); Params::NocePlayerController_GetAcceptUIInputAction Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerController.GetInputActionDownTime // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName InputAction (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ANocePlayerController::GetInputActionDownTime(class FName InputAction) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerController", "GetInputActionDownTime"); Params::NocePlayerController_GetInputActionDownTime Parms{}; Parms.InputAction = InputAction; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerController.GetInputActionName // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // ENoceInputAction InInputAction (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class FName ANocePlayerController::GetInputActionName(ENoceInputAction InInputAction) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerController", "GetInputActionName"); Params::NocePlayerController_GetInputActionName Parms{}; Parms.InInputAction = InInputAction; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerController.HaveInputAxis // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerController::HaveInputAxis() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerController", "HaveInputAxis"); Params::NocePlayerController_HaveInputAxis Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerController.IsInputActionDown // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName InputAction (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerController::IsInputActionDown(class FName InputAction) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerController", "IsInputActionDown"); Params::NocePlayerController_IsInputActionDown Parms{}; Parms.InputAction = InputAction; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerController.IsInputActionForbidden // (Final, Native, Public, BlueprintCallable) // Parameters: // ENoceInputAction InInputAction (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerController::IsInputActionForbidden(ENoceInputAction InInputAction) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerController", "IsInputActionForbidden"); Params::NocePlayerController_IsInputActionForbidden Parms{}; Parms.InInputAction = InInputAction; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerController.IsInputActionPressed // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName InputAction (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerController::IsInputActionPressed(class FName InputAction) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerController", "IsInputActionPressed"); Params::NocePlayerController_IsInputActionPressed Parms{}; Parms.InputAction = InputAction; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerController.IsPlayerInputValid // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // class FName InInputAction (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerController::IsPlayerInputValid(class FName InInputAction) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerController", "IsPlayerInputValid"); Params::NocePlayerController_IsPlayerInputValid Parms{}; Parms.InInputAction = InInputAction; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerController.RemoveForbiddenInputActions // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const TArray& InInputActions (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // class FName InToken (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerController::RemoveForbiddenInputActions(const TArray& InInputActions, class FName InToken) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerController", "RemoveForbiddenInputActions"); Params::NocePlayerController_RemoveForbiddenInputActions Parms{}; Parms.InInputActions = std::move(InInputActions); Parms.InToken = InToken; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerController.ResetForbiddenInputActions // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName InToken (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerController::ResetForbiddenInputActions(class FName InToken) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerController", "ResetForbiddenInputActions"); Params::NocePlayerController_ResetForbiddenInputActions Parms{}; Parms.InToken = InToken; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerController.SetAcceptInputAction // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InAcceptAction (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool InAcceptAxis (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool InAcceptUIAction (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName InToken (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerController::SetAcceptInputAction(bool InAcceptAction, bool InAcceptAxis, bool InAcceptUIAction, class FName InToken) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerController", "SetAcceptInputAction"); Params::NocePlayerController_SetAcceptInputAction Parms{}; Parms.InAcceptAction = InAcceptAction; Parms.InAcceptAxis = InAcceptAxis; Parms.InAcceptUIAction = InAcceptUIAction; Parms.InToken = InToken; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerController.SetAcceptInputActionAndCamera // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InAcceptAction (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool InAcceptAxis (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool InAcceptUIAction (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool InAcceptCamera (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName InToken (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerController::SetAcceptInputActionAndCamera(bool InAcceptAction, bool InAcceptAxis, bool InAcceptUIAction, bool InAcceptCamera, class FName InToken) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerController", "SetAcceptInputActionAndCamera"); Params::NocePlayerController_SetAcceptInputActionAndCamera Parms{}; Parms.InAcceptAction = InAcceptAction; Parms.InAcceptAxis = InAcceptAxis; Parms.InAcceptUIAction = InAcceptUIAction; Parms.InAcceptCamera = InAcceptCamera; Parms.InToken = InToken; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerController.SetNonForbiddenInputActions // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const TArray& InInputActions (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // class FName InToken (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerController::SetNonForbiddenInputActions(const TArray& InInputActions, class FName InToken) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerController", "SetNonForbiddenInputActions"); Params::NocePlayerController_SetNonForbiddenInputActions Parms{}; Parms.InInputActions = std::move(InInputActions); Parms.InToken = InToken; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceTitlePlayerController.OnMainMenuClosed // (Final, Native, Public) void ANoceTitlePlayerController::OnMainMenuClosed() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTitlePlayerController", "OnMainMenuClosed"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceTitlePlayerController.OnTitleClose // (Final, Native, Public) void ANoceTitlePlayerController::OnTitleClose() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTitlePlayerController", "OnTitleClose"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceTitlePlayerController.OnTitleFlowClose // (Final, Native, Public) void ANoceTitlePlayerController::OnTitleFlowClose() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTitlePlayerController", "OnTitleFlowClose"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceTitlePlayerController.ShowMainMenu // (Final, Native, Public, BlueprintCallable) void ANoceTitlePlayerController::ShowMainMenu() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTitlePlayerController", "ShowMainMenu"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceTutorialInstructor.IsCompleteCondition // (Native, Event, Public, BlueprintEvent) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceTutorialInstructor::IsCompleteCondition() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTutorialInstructor", "IsCompleteCondition"); Params::NoceTutorialInstructor_IsCompleteCondition Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceTutorialInstructor.IsInProgress // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceTutorialInstructor::IsInProgress() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTutorialInstructor", "IsInProgress"); Params::NoceTutorialInstructor_IsInProgress Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceTutorialInstructor.IsPreviousTutorialClear // (Final, Native, Protected, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceTutorialInstructor::IsPreviousTutorialClear() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTutorialInstructor", "IsPreviousTutorialClear"); Params::NoceTutorialInstructor_IsPreviousTutorialClear Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceTutorialInstructor.IsStartCondition // (Native, Event, Public, BlueprintEvent) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceTutorialInstructor::IsStartCondition() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTutorialInstructor", "IsStartCondition"); Params::NoceTutorialInstructor_IsStartCondition Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceTutorialInstructor.OnTutorialClose // (Native, Event, Public, BlueprintEvent) void ANoceTutorialInstructor::OnTutorialClose() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTutorialInstructor", "OnTutorialClose"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceTutorialInstructor.OnTutorialFinish // (Native, Event, Public, BlueprintEvent) void ANoceTutorialInstructor::OnTutorialFinish() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTutorialInstructor", "OnTutorialFinish"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceTutorialInstructor.OnTutorialStart // (Native, Event, Public, BlueprintEvent) void ANoceTutorialInstructor::OnTutorialStart() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTutorialInstructor", "OnTutorialStart"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceTutorialInstructor.OnTutorialTrigger // (Native, Event, Public, BlueprintEvent) void ANoceTutorialInstructor::OnTutorialTrigger() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTutorialInstructor", "OnTutorialTrigger"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceTutorialInstructor.TickFinish // (Final, Native, Protected, BlueprintCallable) // Parameters: // float DeltaTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceTutorialInstructor::TickFinish(float DeltaTime) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTutorialInstructor", "TickFinish"); Params::NoceTutorialInstructor_TickFinish Parms{}; Parms.DeltaTime = DeltaTime; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceTutorialInstructor.TickListening // (Final, Native, Protected, BlueprintCallable) // Parameters: // float DeltaTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceTutorialInstructor::TickListening(float DeltaTime) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTutorialInstructor", "TickListening"); Params::NoceTutorialInstructor_TickListening Parms{}; Parms.DeltaTime = DeltaTime; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceTutorialInstructor.TickStart // (Final, Native, Protected, BlueprintCallable) // Parameters: // float DeltaTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceTutorialInstructor::TickStart(float DeltaTime) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTutorialInstructor", "TickStart"); Params::NoceTutorialInstructor_TickStart Parms{}; Parms.DeltaTime = DeltaTime; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCommandCreditWidget.AddDeltaTime // (Final, Native, Public, BlueprintCallable) // Parameters: // float InDeltaTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCommandCreditWidget::AddDeltaTime(float InDeltaTime) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCommandCreditWidget", "AddDeltaTime"); Params::NoceCommandCreditWidget_AddDeltaTime Parms{}; Parms.InDeltaTime = InDeltaTime; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCommandCreditWidget.ResetDeltaTime // (Final, Native, Public, BlueprintCallable) void UNoceCommandCreditWidget::ResetDeltaTime() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCommandCreditWidget", "ResetDeltaTime"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCommandCreditWidget.UpdateDebugSpeed // (Native, Event, Public, BlueprintCallable, BlueprintEvent) // Parameters: // float Speed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceCommandCreditWidget::UpdateDebugSpeed(float Speed) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCommandCreditWidget", "UpdateDebugSpeed"); Params::NoceCommandCreditWidget_UpdateDebugSpeed Parms{}; Parms.Speed = Speed; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSanityComponent.ClearAttackBuffAccumulateValue // (Final, Native, Public, BlueprintCallable) void UNoceSanityComponent::ClearAttackBuffAccumulateValue() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSanityComponent", "ClearAttackBuffAccumulateValue"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSanityComponent.CostCurrentMaxSanity // (Final, Native, Public, BlueprintCallable) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool InCanEndFocus (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSanityComponent::CostCurrentMaxSanity(float InValue, bool InCanEndFocus) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSanityComponent", "CostCurrentMaxSanity"); Params::NoceSanityComponent_CostCurrentMaxSanity Parms{}; Parms.InValue = InValue; Parms.InCanEndFocus = InCanEndFocus; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSanityComponent.CostSanity // (Final, Native, Public, BlueprintCallable) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool InClampByCurrentMaxSanity (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSanityComponent::CostSanity(float InValue, bool InClampByCurrentMaxSanity) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSanityComponent", "CostSanity"); Params::NoceSanityComponent_CostSanity Parms{}; Parms.InValue = InValue; Parms.InClampByCurrentMaxSanity = InClampByCurrentMaxSanity; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSanityComponent.EndFocus // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InApplySanityWeak (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSanityComponent::EndFocus(bool InApplySanityWeak) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSanityComponent", "EndFocus"); Params::NoceSanityComponent_EndFocus Parms{}; Parms.InApplySanityWeak = InApplySanityWeak; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSanityComponent.ForceReset // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InFillSanityToCurrentMaxSanity (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool InForceResetTimeDilation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSanityComponent::ForceReset(bool InFillSanityToCurrentMaxSanity, bool InForceResetTimeDilation) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSanityComponent", "ForceReset"); Params::NoceSanityComponent_ForceReset Parms{}; Parms.InFillSanityToCurrentMaxSanity = InFillSanityToCurrentMaxSanity; Parms.InForceResetTimeDilation = InForceResetTimeDilation; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSanityComponent.GetActionLevelSanityRegenRatio // (Final, Native, Public, BlueprintCallable) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNoceSanityComponent::GetActionLevelSanityRegenRatio() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSanityComponent", "GetActionLevelSanityRegenRatio"); Params::NoceSanityComponent_GetActionLevelSanityRegenRatio Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSanityComponent.GetEnableFocus // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceSanityComponent::GetEnableFocus() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSanityComponent", "GetEnableFocus"); Params::NoceSanityComponent_GetEnableFocus Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSanityComponent.HandleInputAction // (Final, Native, Protected) // Parameters: // ENoceInputAction InInputAction (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool InPressed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSanityComponent::HandleInputAction(ENoceInputAction InInputAction, bool InPressed) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSanityComponent", "HandleInputAction"); Params::NoceSanityComponent_HandleInputAction Parms{}; Parms.InInputAction = InInputAction; Parms.InPressed = InPressed; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSanityComponent.HandleOnHit // (Final, Native, Protected, HasOutParams) // Parameters: // const TArray&HitResults (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic) void UNoceSanityComponent::HandleOnHit(const TArray& HitResults) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSanityComponent", "HandleOnHit"); Params::NoceSanityComponent_HandleOnHit Parms{}; Parms.HitResults = std::move(HitResults); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSanityComponent.HandleOnPossessed // (Final, Native, Protected) // Parameters: // bool InPossessed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSanityComponent::HandleOnPossessed(bool InPossessed) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSanityComponent", "HandleOnPossessed"); Params::NoceSanityComponent_HandleOnPossessed Parms{}; Parms.InPossessed = InPossessed; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSanityComponent.HasAttackBuffAccumulateValue // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceSanityComponent::HasAttackBuffAccumulateValue() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSanityComponent", "HasAttackBuffAccumulateValue"); Params::NoceSanityComponent_HasAttackBuffAccumulateValue Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSanityComponent.IsUsingFocus // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceSanityComponent::IsUsingFocus() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSanityComponent", "IsUsingFocus"); Params::NoceSanityComponent_IsUsingFocus Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSanityComponent.PauseAttackBuffAccumulate // (Final, Native, Public, BlueprintCallable) void UNoceSanityComponent::PauseAttackBuffAccumulate() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSanityComponent", "PauseAttackBuffAccumulate"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSanityComponent.ResetNoChangeWaitForRecoverTimer // (Final, Native, Public, BlueprintCallable) void UNoceSanityComponent::ResetNoChangeWaitForRecoverTimer() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSanityComponent", "ResetNoChangeWaitForRecoverTimer"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSanityComponent.ResumeAttackBuffAccumulate // (Final, Native, Public, BlueprintCallable) void UNoceSanityComponent::ResumeAttackBuffAccumulate() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSanityComponent", "ResumeAttackBuffAccumulate"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSanityComponent.SetEnableFocus // (Final, Native, Public, BlueprintCallable) // Parameters: // bool Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSanityComponent::SetEnableFocus(bool Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSanityComponent", "SetEnableFocus"); Params::NoceSanityComponent_SetEnableFocus Parms{}; Parms.Value = Value; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSanityComponent.StartFocus // (Final, Native, Public, BlueprintCallable) void UNoceSanityComponent::StartFocus() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSanityComponent", "StartFocus"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCommonMessageWidget.OnGuideChanged // (Final, Native, Protected) void UNoceCommonMessageWidget::OnGuideChanged() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCommonMessageWidget", "OnGuideChanged"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCommonMessageWidget.OnTopWidgetChanged // (Final, Native, Protected) // Parameters: // int32 Size (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCommonMessageWidget::OnTopWidgetChanged(int32 Size) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCommonMessageWidget", "OnTopWidgetChanged"); Params::NoceCommonMessageWidget_OnTopWidgetChanged Parms{}; Parms.Size = Size; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCommonWindowWidget.ShowText // (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable) // Parameters: // const class FText& InText (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // const struct FLinearColor& InColor (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCommonWindowWidget::ShowText(const class FText& InText, const struct FLinearColor& InColor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCommonWindowWidget", "ShowText"); Params::NoceCommonWindowWidget_ShowText Parms{}; Parms.InText = std::move(InText); Parms.InColor = std::move(InColor); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSaveGame.AnyEndingCleared // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceSaveGame::AnyEndingCleared() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveGame", "AnyEndingCleared"); Params::NoceSaveGame_AnyEndingCleared Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSaveGame.GetCurrentRound // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UNoceSaveGame::GetCurrentRound() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveGame", "GetCurrentRound"); Params::NoceSaveGame_GetCurrentRound Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSaveGame.GetCurrentRoundType // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // ENoceRoundType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENoceRoundType UNoceSaveGame::GetCurrentRoundType() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveGame", "GetCurrentRoundType"); Params::NoceSaveGame_GetCurrentRoundType Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSaveGame.GetDefiniteEndingType // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // ENoceEndingType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENoceEndingType UNoceSaveGame::GetDefiniteEndingType() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveGame", "GetDefiniteEndingType"); Params::NoceSaveGame_GetDefiniteEndingType Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSaveGame.GetEndingClearedCount // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UNoceSaveGame::GetEndingClearedCount() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveGame", "GetEndingClearedCount"); Params::NoceSaveGame_GetEndingClearedCount Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSaveGame.GetPlayerOutfitValue // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // ENocePlayerOutfit ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENocePlayerOutfit UNoceSaveGame::GetPlayerOutfitValue() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveGame", "GetPlayerOutfitValue"); Params::NoceSaveGame_GetPlayerOutfitValue Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSaveGame.GetPlayerStartTransform // (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure) // Parameters: // struct FTransform ReturnValue (Parm, OutParm, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) struct FTransform UNoceSaveGame::GetPlayerStartTransform() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveGame", "GetPlayerStartTransform"); Params::NoceSaveGame_GetPlayerStartTransform Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSaveGame.HandleInheritToNextRound // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ClearProgress (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSaveGame::HandleInheritToNextRound(bool ClearProgress) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveGame", "HandleInheritToNextRound"); Params::NoceSaveGame_HandleInheritToNextRound Parms{}; Parms.ClearProgress = ClearProgress; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSaveGame.HasSaveRecord // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceSaveGame::HasSaveRecord() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveGame", "HasSaveRecord"); Params::NoceSaveGame_HasSaveRecord Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSaveGame.IsEndingCleared // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // ENoceEndingType EndingType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceSaveGame::IsEndingCleared(ENoceEndingType EndingType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveGame", "IsEndingCleared"); Params::NoceSaveGame_IsEndingCleared Parms{}; Parms.EndingType = EndingType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSaveGame.RemoveEndingFlag // (Final, Native, Public, BlueprintCallable) // Parameters: // ENoceEndingType EndingType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSaveGame::RemoveEndingFlag(ENoceEndingType EndingType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveGame", "RemoveEndingFlag"); Params::NoceSaveGame_RemoveEndingFlag Parms{}; Parms.EndingType = EndingType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSaveGame.SetDefiniteEndingType // (Final, Native, Public, BlueprintCallable) // Parameters: // ENoceEndingType EndingType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSaveGame::SetDefiniteEndingType(ENoceEndingType EndingType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveGame", "SetDefiniteEndingType"); Params::NoceSaveGame_SetDefiniteEndingType Parms{}; Parms.EndingType = EndingType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSaveGame.SetEndingCleared // (Final, Native, Public, BlueprintCallable) // Parameters: // ENoceEndingType EndingType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSaveGame::SetEndingCleared(ENoceEndingType EndingType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveGame", "SetEndingCleared"); Params::NoceSaveGame_SetEndingCleared Parms{}; Parms.EndingType = EndingType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSaveGame.SetPlayerOutfitValue // (Final, Native, Public, BlueprintCallable) // Parameters: // ENocePlayerOutfit InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSaveGame::SetPlayerOutfitValue(ENocePlayerOutfit InType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveGame", "SetPlayerOutfitValue"); Params::NoceSaveGame_SetPlayerOutfitValue Parms{}; Parms.InType = InType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceConditionHandler.CompleteExecutingActions // (Native, Public, BlueprintCallable) void UNoceConditionHandler::CompleteExecutingActions() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceConditionHandler", "CompleteExecutingActions"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceConditionHandler.ExecuteAction // (Native, Public, BlueprintCallable) // Parameters: // class UNoceActionBase* Action (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceConditionHandler::ExecuteAction(class UNoceActionBase* Action) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceConditionHandler", "ExecuteAction"); Params::NoceConditionHandler_ExecuteAction Parms{}; Parms.Action = Action; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceConditionHandler.ExecuteFailedActions // (Native, Public, BlueprintCallable) void UNoceConditionHandler::ExecuteFailedActions() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceConditionHandler", "ExecuteFailedActions"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceConditionHandler.ExecuteNextAction // (Native, Public, BlueprintCallable) void UNoceConditionHandler::ExecuteNextAction() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceConditionHandler", "ExecuteNextAction"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceConditionHandler.ExecuteSuccessActions // (Native, Public, BlueprintCallable) void UNoceConditionHandler::ExecuteSuccessActions() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceConditionHandler", "ExecuteSuccessActions"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceConditionHandler.GetCondition // (Final, Native, Public, BlueprintCallable) // Parameters: // class UNoceConditionBase* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UNoceConditionBase* UNoceConditionHandler::GetCondition() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceConditionHandler", "GetCondition"); Params::NoceConditionHandler_GetCondition Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceConditionHandler.HandleCondition // (Native, Public, BlueprintCallable) void UNoceConditionHandler::HandleCondition() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceConditionHandler", "HandleCondition"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceConditionHandler.IsConditionMatch // (Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceConditionHandler::IsConditionMatch() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceConditionHandler", "IsConditionMatch"); Params::NoceConditionHandler_IsConditionMatch Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceCreditListItemWidget.SetData // (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // const struct FNoceUICreditData& Data (Parm, NativeAccessSpecifierPublic) // bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceCreditListItemWidget::SetData(const struct FNoceUICreditData& Data, bool* NoUse) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCreditListItemWidget", "SetData"); Params::NoceCreditListItemWidget_SetData Parms{}; Parms.Data = std::move(Data); UObject::ProcessEvent(Func, &Parms); if (NoUse != nullptr) *NoUse = Parms.NoUse; } // Function GameNoce.NoceUIInputImage.SetInputIcon // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName IconName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceUIInputImage::SetInputIcon(class FName IconName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceUIInputImage", "SetInputIcon"); Params::NoceUIInputImage_SetInputIcon Parms{}; Parms.IconName = IconName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceUIInputImage.UpdateIcon // (Final, Native, Public, BlueprintCallable) void UNoceUIInputImage::UpdateIcon() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceUIInputImage", "UpdateIcon"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceCustomGrid.SetupNavigationSetting // (Final, Native, Public, BlueprintCallable) // Parameters: // const TArray&InSetting (Parm, ZeroConstructor, NativeAccessSpecifierPublic) void UNoceCustomGrid::SetupNavigationSetting(const TArray& InSetting) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceCustomGrid", "SetupNavigationSetting"); Params::NoceCustomGrid_SetupNavigationSetting Parms{}; Parms.InSetting = std::move(InSetting); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceUIKeyMappingText.SetTextStyleKey // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 Key (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceUIKeyMappingText::SetTextStyleKey(int32 Key) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceUIKeyMappingText", "SetTextStyleKey"); Params::NoceUIKeyMappingText_SetTextStyleKey Parms{}; Parms.Key = Key; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceUIKeyMappingText.SetWrapTextAt // (Final, Native, Public, BlueprintCallable) // Parameters: // float InWrapTextAt (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceUIKeyMappingText::SetWrapTextAt(float InWrapTextAt) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceUIKeyMappingText", "SetWrapTextAt"); Params::NoceUIKeyMappingText_SetWrapTextAt Parms{}; Parms.InWrapTextAt = InWrapTextAt; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceDamageHandleComponent.NotifyOnDamageEvent // (Final, Native, Public) // Parameters: // class AActor* Attacker (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName ComboName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InHealthDamage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceDamageHandleComponent::NotifyOnDamageEvent(class AActor* Attacker, class FName ComboName, float InHealthDamage) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceDamageHandleComponent", "NotifyOnDamageEvent"); Params::NoceDamageHandleComponent_NotifyOnDamageEvent Parms{}; Parms.Attacker = Attacker; Parms.ComboName = ComboName; Parms.InHealthDamage = InHealthDamage; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceDamageHandleComponent.NotifyPreDamageEvent // (Final, Native, Public) // Parameters: // float InHealthDamage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InMaxSanityDamage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceDamageHandleComponent::NotifyPreDamageEvent(float InHealthDamage, float InMaxSanityDamage) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceDamageHandleComponent", "NotifyPreDamageEvent"); Params::NoceDamageHandleComponent_NotifyPreDamageEvent Parms{}; Parms.InHealthDamage = InHealthDamage; Parms.InMaxSanityDamage = InMaxSanityDamage; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceUISelectableWidgetInterface.OnDecide // (Native, Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void INoceUISelectableWidgetInterface::OnDecide(bool* NoUse) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("NoceUISelectableWidgetInterface", "OnDecide"); Params::NoceUISelectableWidgetInterface_OnDecide Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (NoUse != nullptr) *NoUse = Parms.NoUse; } // Function GameNoce.NoceUISelectableWidgetInterface.OnFocus // (Native, Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void INoceUISelectableWidgetInterface::OnFocus(bool* NoUse) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("NoceUISelectableWidgetInterface", "OnFocus"); Params::NoceUISelectableWidgetInterface_OnFocus Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (NoUse != nullptr) *NoUse = Parms.NoUse; } // Function GameNoce.NoceUISelectableWidgetInterface.OnReset // (Native, Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void INoceUISelectableWidgetInterface::OnReset(bool* NoUse) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("NoceUISelectableWidgetInterface", "OnReset"); Params::NoceUISelectableWidgetInterface_OnReset Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (NoUse != nullptr) *NoUse = Parms.NoUse; } // Function GameNoce.NoceUISelectableWidgetInterface.OnSelect // (Native, Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void INoceUISelectableWidgetInterface::OnSelect(bool* NoUse) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("NoceUISelectableWidgetInterface", "OnSelect"); Params::NoceUISelectableWidgetInterface_OnSelect Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (NoUse != nullptr) *NoUse = Parms.NoUse; } // Function GameNoce.NoceUISelectableWidgetInterface.OnUnfocus // (Native, Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void INoceUISelectableWidgetInterface::OnUnfocus(bool* NoUse) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("NoceUISelectableWidgetInterface", "OnUnfocus"); Params::NoceUISelectableWidgetInterface_OnUnfocus Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (NoUse != nullptr) *NoUse = Parms.NoUse; } // Function GameNoce.NoceUISelectableWidgetInterface.SetContainer // (Native, Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // class UObject* NewContainer (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void INoceUISelectableWidgetInterface::SetContainer(class UObject* NewContainer, bool* NoUse) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("NoceUISelectableWidgetInterface", "SetContainer"); Params::NoceUISelectableWidgetInterface_SetContainer Parms{}; Parms.NewContainer = NewContainer; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (NoUse != nullptr) *NoUse = Parms.NoUse; } // Function GameNoce.NoceDebugCameraController.OnTeleportPawn // (Native, Event, Public, BlueprintEvent) void ANoceDebugCameraController::OnTeleportPawn() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceDebugCameraController", "OnTeleportPawn"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceDebugCameraController.TeleportPawn // (Final, Native, Protected) void ANoceDebugCameraController::TeleportPawn() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceDebugCameraController", "TeleportPawn"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceTimeManager.ApplyGlobalTimeDilation // (Final, Native, Public, BlueprintCallable) // Parameters: // float InTimeDilation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InDuration (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceTimeManager::ApplyGlobalTimeDilation(float InTimeDilation, float InDuration) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTimeManager", "ApplyGlobalTimeDilation"); Params::NoceTimeManager_ApplyGlobalTimeDilation Parms{}; Parms.InTimeDilation = InTimeDilation; Parms.InDuration = InDuration; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceTimeManager.ApplyTimeDilation // (Final, Native, Public, BlueprintCallable) // Parameters: // ENoceTimeEffectType InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InTimeDilation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceTimeManager::ApplyTimeDilation(ENoceTimeEffectType InType, float InTimeDilation) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTimeManager", "ApplyTimeDilation"); Params::NoceTimeManager_ApplyTimeDilation Parms{}; Parms.InType = InType; Parms.InTimeDilation = InTimeDilation; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceTimeManager.OnExitNotebook // (Final, Native, Protected) void ANoceTimeManager::OnExitNotebook() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTimeManager", "OnExitNotebook"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceTimeManager.OnGlobalTimerUp // (Final, Native, Protected) void ANoceTimeManager::OnGlobalTimerUp() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTimeManager", "OnGlobalTimerUp"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceTimeManager.OnOpenNotebook // (Final, Native, Protected) void ANoceTimeManager::OnOpenNotebook() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTimeManager", "OnOpenNotebook"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceTimeManager.OnPlayerEnterEvent // (Final, Native, Protected) void ANoceTimeManager::OnPlayerEnterEvent() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTimeManager", "OnPlayerEnterEvent"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceTimeManager.RemoveTimeDilation // (Final, Native, Public, BlueprintCallable) // Parameters: // ENoceTimeEffectType InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceTimeManager::RemoveTimeDilation(ENoceTimeEffectType InType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTimeManager", "RemoveTimeDilation"); Params::NoceTimeManager_RemoveTimeDilation Parms{}; Parms.InType = InType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceDecalStreamingHelperComponent.SetTrackedDecal // (Final, Native, Public, BlueprintCallable) // Parameters: // class UDecalComponent* InDecal (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceDecalStreamingHelperComponent::SetTrackedDecal(class UDecalComponent* InDecal) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceDecalStreamingHelperComponent", "SetTrackedDecal"); Params::NoceDecalStreamingHelperComponent_SetTrackedDecal Parms{}; Parms.InDecal = InDecal; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceDialogSoundTableGenerator.AddRowToDataTable // (Final, Native, Public, HasDefaults, BlueprintCallable) // Parameters: // class UDataTable* InTable (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName InRowName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayTag& InTriggerGroup (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FSoftObjectPath& SoundEventRef (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceDialogSoundTableGenerator::AddRowToDataTable(class UDataTable* InTable, class FName InRowName, const struct FGameplayTag& InTriggerGroup, const struct FSoftObjectPath& SoundEventRef) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceDialogSoundTableGenerator", "AddRowToDataTable"); Params::NoceDialogSoundTableGenerator_AddRowToDataTable Parms{}; Parms.InTable = InTable; Parms.InRowName = InRowName; Parms.InTriggerGroup = std::move(InTriggerGroup); Parms.SoundEventRef = std::move(SoundEventRef); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceDialogSoundTableGenerator.ModifyRowInDataTable // (Final, Native, Public, BlueprintCallable) // Parameters: // class UDataTable* InTable (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName InRowName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName AttachJoint (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool Follow (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceDialogSoundTableGenerator::ModifyRowInDataTable(class UDataTable* InTable, class FName InRowName, class FName AttachJoint, bool Follow) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceDialogSoundTableGenerator", "ModifyRowInDataTable"); Params::NoceDialogSoundTableGenerator_ModifyRowInDataTable Parms{}; Parms.InTable = InTable; Parms.InRowName = InRowName; Parms.AttachJoint = AttachJoint; Parms.Follow = Follow; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceMapFunctionLibrary.GetNoceMapTracker // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UNoceMapTrackerComponent* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UNoceMapTrackerComponent* UNoceMapFunctionLibrary::GetNoceMapTracker(const class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceMapFunctionLibrary", "GetNoceMapTracker"); Params::NoceMapFunctionLibrary_GetNoceMapTracker Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceDialogSubsystem.CancelSerialDialogSet // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName TagOrId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceDialogSubsystem::CancelSerialDialogSet(class FName TagOrId) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceDialogSubsystem", "CancelSerialDialogSet"); Params::NoceDialogSubsystem_CancelSerialDialogSet Parms{}; Parms.TagOrId = TagOrId; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceDialogSubsystem.ClearCurrentDialog // (Final, Native, Public, BlueprintCallable) void UNoceDialogSubsystem::ClearCurrentDialog() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceDialogSubsystem", "ClearCurrentDialog"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceDialogSubsystem.GetSpeakerDataHolderAsset // (Final, Native, Public, BlueprintCallable) // Parameters: // class UNoceSpeakerDataHolderAsset* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UNoceSpeakerDataHolderAsset* UNoceDialogSubsystem::GetSpeakerDataHolderAsset() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceDialogSubsystem", "GetSpeakerDataHolderAsset"); Params::NoceDialogSubsystem_GetSpeakerDataHolderAsset Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceDialogSubsystem.HasAnyDialog // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceDialogSubsystem::HasAnyDialog() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceDialogSubsystem", "HasAnyDialog"); Params::NoceDialogSubsystem_HasAnyDialog Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceDialogSubsystem.IsDialogLineOrSetOnScreen // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName TagOrId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceDialogSubsystem::IsDialogLineOrSetOnScreen(class FName TagOrId) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceDialogSubsystem", "IsDialogLineOrSetOnScreen"); Params::NoceDialogSubsystem_IsDialogLineOrSetOnScreen Parms{}; Parms.TagOrId = TagOrId; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceDialogSubsystem.IsDialogOnScreen // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName TagOrId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceDialogSubsystem::IsDialogOnScreen(class FName TagOrId) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceDialogSubsystem", "IsDialogOnScreen"); Params::NoceDialogSubsystem_IsDialogOnScreen Parms{}; Parms.TagOrId = TagOrId; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceDialogSubsystem.IsDialogSetOnScreen // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName TagOrId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceDialogSubsystem::IsDialogSetOnScreen(class FName TagOrId) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceDialogSubsystem", "IsDialogSetOnScreen"); Params::NoceDialogSubsystem_IsDialogSetOnScreen Parms{}; Parms.TagOrId = TagOrId; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceDialogSubsystem.MuteDialog // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FString& RequestID (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool MuteImportantDialog (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool NeedClearCurrentDialog (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceDialogSubsystem::MuteDialog(const class FString& RequestID, bool MuteImportantDialog, bool NeedClearCurrentDialog) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceDialogSubsystem", "MuteDialog"); Params::NoceDialogSubsystem_MuteDialog Parms{}; Parms.RequestID = std::move(RequestID); Parms.MuteImportantDialog = MuteImportantDialog; Parms.NeedClearCurrentDialog = NeedClearCurrentDialog; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceDialogSubsystem.OnDialogAudioEventEnd // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 PlayingID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceDialogSubsystem::OnDialogAudioEventEnd(int32 PlayingID) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceDialogSubsystem", "OnDialogAudioEventEnd"); Params::NoceDialogSubsystem_OnDialogAudioEventEnd Parms{}; Parms.PlayingID = PlayingID; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceDialogSubsystem.OnEnterEvent // (Final, Native, Protected) void UNoceDialogSubsystem::OnEnterEvent() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceDialogSubsystem", "OnEnterEvent"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceDialogSubsystem.OnExitEvent // (Final, Native, Protected) void UNoceDialogSubsystem::OnExitEvent() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceDialogSubsystem", "OnExitEvent"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceDialogSubsystem.OnProgressChanged // (Final, Native, Protected) // Parameters: // const struct FGameplayTag& InTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceDialogSubsystem::OnProgressChanged(const struct FGameplayTag& InTag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceDialogSubsystem", "OnProgressChanged"); Params::NoceDialogSubsystem_OnProgressChanged Parms{}; Parms.InTag = std::move(InTag); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceDialogSubsystem.OnProgressInitialized // (Final, Native, Protected) // Parameters: // const struct FGameplayTag& InTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceDialogSubsystem::OnProgressInitialized(const struct FGameplayTag& InTag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceDialogSubsystem", "OnProgressInitialized"); Params::NoceDialogSubsystem_OnProgressInitialized Parms{}; Parms.InTag = std::move(InTag); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceDialogSubsystem.OnSettingChanged // (Final, Native, Protected) // Parameters: // class UNoceSystemSaveGame* Settings (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceDialogSubsystem::OnSettingChanged(class UNoceSystemSaveGame* Settings) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceDialogSubsystem", "OnSettingChanged"); Params::NoceDialogSubsystem_OnSettingChanged Parms{}; Parms.Settings = Settings; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceDialogSubsystem.OnSystemSaveLoaded // (Final, Native, Protected) // Parameters: // class UNoceSystemSaveGame* InSystemSave (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceDialogSubsystem::OnSystemSaveLoaded(class UNoceSystemSaveGame* InSystemSave) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceDialogSubsystem", "OnSystemSaveLoaded"); Params::NoceDialogSubsystem_OnSystemSaveLoaded Parms{}; Parms.InSystemSave = InSystemSave; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceDialogSubsystem.RegisterDialogToSpeaker // (Final, Native, Public, BlueprintCallable) // Parameters: // ENoceDialogSpeaker Speaker (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UDataTable* Table (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceDialogSubsystem::RegisterDialogToSpeaker(ENoceDialogSpeaker Speaker, class UDataTable* Table) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceDialogSubsystem", "RegisterDialogToSpeaker"); Params::NoceDialogSubsystem_RegisterDialogToSpeaker Parms{}; Parms.Speaker = Speaker; Parms.Table = Table; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceDialogSubsystem.RequestDialog // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName TagOrId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FNoceDialogLine& InDialogLine (Parm, NativeAccessSpecifierPublic) // const struct FNoceDialogAnimSetting& AnimSetting (Parm, NativeAccessSpecifierPublic) void UNoceDialogSubsystem::RequestDialog(class FName TagOrId, const struct FNoceDialogLine& InDialogLine, const struct FNoceDialogAnimSetting& AnimSetting) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceDialogSubsystem", "RequestDialog"); Params::NoceDialogSubsystem_RequestDialog Parms{}; Parms.TagOrId = TagOrId; Parms.InDialogLine = std::move(InDialogLine); Parms.AnimSetting = std::move(AnimSetting); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceDialogSubsystem.RequestDialogByRowHandle // (Final, Native, Public, BlueprintCallable) // Parameters: // const struct FNoceDialogDataRowHandle& DialogRowHandle (Parm, NoDestructor, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceDialogSubsystem::RequestDialogByRowHandle(const struct FNoceDialogDataRowHandle& DialogRowHandle) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceDialogSubsystem", "RequestDialogByRowHandle"); Params::NoceDialogSubsystem_RequestDialogByRowHandle Parms{}; Parms.DialogRowHandle = std::move(DialogRowHandle); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceDialogSubsystem.RequestDialogOrSet // (Final, Native, Public, BlueprintCallable) // Parameters: // const struct FDataTableRowHandle& DialogRowHandle (Parm, NoDestructor, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceDialogSubsystem::RequestDialogOrSet(const struct FDataTableRowHandle& DialogRowHandle) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceDialogSubsystem", "RequestDialogOrSet"); Params::NoceDialogSubsystem_RequestDialogOrSet Parms{}; Parms.DialogRowHandle = std::move(DialogRowHandle); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceDialogSubsystem.RequestDialogSet // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName TagOrId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FNoceDialogSet& InDialogSet (Parm, NativeAccessSpecifierPublic) void UNoceDialogSubsystem::RequestDialogSet(class FName TagOrId, const struct FNoceDialogSet& InDialogSet) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceDialogSubsystem", "RequestDialogSet"); Params::NoceDialogSubsystem_RequestDialogSet Parms{}; Parms.TagOrId = TagOrId; Parms.InDialogSet = std::move(InDialogSet); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceDialogSubsystem.SetForbitChangeVoiceLanguage // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InForbit (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceDialogSubsystem::SetForbitChangeVoiceLanguage(bool InForbit) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceDialogSubsystem", "SetForbitChangeVoiceLanguage"); Params::NoceDialogSubsystem_SetForbitChangeVoiceLanguage Parms{}; Parms.InForbit = InForbit; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceDialogSubsystem.SetSpeakerDataHolderAsset // (Final, Native, Public, BlueprintCallable) // Parameters: // class UNoceSpeakerDataHolderAsset* SpeakerData (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceDialogSubsystem::SetSpeakerDataHolderAsset(class UNoceSpeakerDataHolderAsset* SpeakerData) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceDialogSubsystem", "SetSpeakerDataHolderAsset"); Params::NoceDialogSubsystem_SetSpeakerDataHolderAsset Parms{}; Parms.SpeakerData = SpeakerData; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceDialogSubsystem.UnmuteDialog // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FString& RequestID (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceDialogSubsystem::UnmuteDialog(const class FString& RequestID) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceDialogSubsystem", "UnmuteDialog"); Params::NoceDialogSubsystem_UnmuteDialog Parms{}; Parms.RequestID = std::move(RequestID); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceDialogSubsystem.UnregisterDialogFromSpeaker // (Final, Native, Public, BlueprintCallable) // Parameters: // ENoceDialogSpeaker Speaker (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UDataTable* Table (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceDialogSubsystem::UnregisterDialogFromSpeaker(ENoceDialogSpeaker Speaker, class UDataTable* Table) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceDialogSubsystem", "UnregisterDialogFromSpeaker"); Params::NoceDialogSubsystem_UnregisterDialogFromSpeaker Parms{}; Parms.Speaker = Speaker; Parms.Table = Table; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLoadBarWidget.UpdateProgress // (Final, Native, Public, BlueprintCallable) // Parameters: // float InProgress (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceLoadBarWidget::UpdateProgress(float InProgress) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLoadBarWidget", "UpdateProgress"); Params::NoceLoadBarWidget_UpdateProgress Parms{}; Parms.InProgress = InProgress; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceDurabilityBallWidget.SetProperty // (Final, Native, Public, BlueprintCallable) // Parameters: // bool IsBroken (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool IsFull (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceDurabilityBallWidget::SetProperty(bool IsBroken, bool IsFull) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceDurabilityBallWidget", "SetProperty"); Params::NoceDurabilityBallWidget_SetProperty Parms{}; Parms.IsBroken = IsBroken; Parms.IsFull = IsFull; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceDurabilityWidget.PlayStopDanger // (Final, Native, Public, BlueprintCallable) // Parameters: // bool IsPlay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceDurabilityWidget::PlayStopDanger(bool IsPlay) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceDurabilityWidget", "PlayStopDanger"); Params::NoceDurabilityWidget_PlayStopDanger Parms{}; Parms.IsPlay = IsPlay; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceDurabilityWidget.SetDurability // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName WeaponName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float Durability (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceDurabilityWidget::SetDurability(class FName WeaponName, float Durability) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceDurabilityWidget", "SetDurability"); Params::NoceDurabilityWidget_SetDurability Parms{}; Parms.WeaponName = WeaponName; Parms.Durability = Durability; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceMapLocationWidget.SetAlwaysLoaded // (Final, Native, Public, BlueprintCallable) void UNoceMapLocationWidget::SetAlwaysLoaded() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceMapLocationWidget", "SetAlwaysLoaded"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceMapLocationWidget.UpdateVisibility // (Final, Native, Public, BlueprintCallable) // Parameters: // class ANocePlayerState* PlayerState (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceMapLocationWidget::UpdateVisibility(class ANocePlayerState* PlayerState) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceMapLocationWidget", "UpdateVisibility"); Params::NoceMapLocationWidget_UpdateVisibility Parms{}; Parms.PlayerState = PlayerState; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceDynamicMapIconWidget.LoadTexture // (Native, Event, Protected, BlueprintEvent) void UNoceDynamicMapIconWidget::LoadTexture() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceDynamicMapIconWidget", "LoadTexture"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceDynamicMapIconWidget.UpdateVisibility // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ForceUpdate (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceDynamicMapIconWidget::UpdateVisibility(bool ForceUpdate) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceDynamicMapIconWidget", "UpdateVisibility"); Params::NoceDynamicMapIconWidget_UpdateVisibility Parms{}; Parms.ForceUpdate = ForceUpdate; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceOptionListItem.OnDisableChanged // (Event, Protected, BlueprintEvent) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceOptionListItem::OnDisableChanged() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceOptionListItem", "OnDisableChanged"); Params::NoceOptionListItem_OnDisableChanged Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function GameNoce.NoceOptionListItem.OnSettingChanged // (Event, Protected, BlueprintEvent) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceOptionListItem::OnSettingChanged() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceOptionListItem", "OnSettingChanged"); Params::NoceOptionListItem_OnSettingChanged Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function GameNoce.NoceOptionListItem.RefreshText // (Event, Public, BlueprintCallable, BlueprintEvent) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceOptionListItem::RefreshText() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceOptionListItem", "RefreshText"); Params::NoceOptionListItem_RefreshText Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function GameNoce.NoceFadeComponentBase.EndLightFade // (Native, Protected, BlueprintCallable) void UNoceFadeComponentBase::EndLightFade() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceFadeComponentBase", "EndLightFade"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFadeComponentBase.InitializeLightFade // (Final, Native, Protected, BlueprintCallable) void UNoceFadeComponentBase::InitializeLightFade() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceFadeComponentBase", "InitializeLightFade"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFadeComponentBase.RestartLightFade // (Native, Protected, BlueprintCallable) void UNoceFadeComponentBase::RestartLightFade() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceFadeComponentBase", "RestartLightFade"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnemyAnimInstance.ApplyGameplayEffect // (Final, Native, Public, BlueprintCallable) // Parameters: // TSubclassOf InGameplayEffect (Parm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceEnemyAnimInstance::ApplyGameplayEffect(TSubclassOf InGameplayEffect) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyAnimInstance", "ApplyGameplayEffect"); Params::NoceEnemyAnimInstance_ApplyGameplayEffect Parms{}; Parms.InGameplayEffect = InGameplayEffect; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnemyAnimInstance.CancelEnterDamageState // (Final, Native, Public, BlueprintCallable) void UNoceEnemyAnimInstance::CancelEnterDamageState() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyAnimInstance", "CancelEnterDamageState"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnemyAnimInstance.HandleGameplayEvent // (Event, Public, BlueprintEvent) // Parameters: // const struct FGameplayTag& EventTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceEnemyAnimInstance::HandleGameplayEvent(const struct FGameplayTag& EventTag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyAnimInstance", "HandleGameplayEvent"); Params::NoceEnemyAnimInstance_HandleGameplayEvent Parms{}; Parms.EventTag = std::move(EventTag); UObject::ProcessEvent(Func, &Parms); } // Function GameNoce.NoceEnemyAnimInstance.HandleHitPoint // (Native, Event, Public, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // const struct FVector& InHitPoint (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& AttackDirection (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceEnemyAnimInstance::HandleHitPoint(const struct FVector& InHitPoint, const struct FVector& AttackDirection) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyAnimInstance", "HandleHitPoint"); Params::NoceEnemyAnimInstance_HandleHitPoint Parms{}; Parms.InHitPoint = std::move(InHitPoint); Parms.AttackDirection = std::move(AttackDirection); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnemyAnimInstance.IsForwardPose // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceEnemyAnimInstance::IsForwardPose() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyAnimInstance", "IsForwardPose"); Params::NoceEnemyAnimInstance_IsForwardPose Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnemyAnimInstance.OnAnimFakeDead_BP // (Event, Protected, BlueprintEvent) void UNoceEnemyAnimInstance::OnAnimFakeDead_BP() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyAnimInstance", "OnAnimFakeDead_BP"); UObject::ProcessEvent(Func, nullptr); } // Function GameNoce.NoceEnemyAnimInstance.OnAnimResurrectBegin_BP // (Event, Protected, BlueprintEvent) void UNoceEnemyAnimInstance::OnAnimResurrectBegin_BP() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyAnimInstance", "OnAnimResurrectBegin_BP"); UObject::ProcessEvent(Func, nullptr); } // Function GameNoce.NoceEnemyAnimInstance.OnAnimResurrectExit // (Final, Native, Protected) void UNoceEnemyAnimInstance::OnAnimResurrectExit() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyAnimInstance", "OnAnimResurrectExit"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnemyAnimInstance.OnAnimResurrectExit_BP // (Event, Protected, BlueprintEvent) void UNoceEnemyAnimInstance::OnAnimResurrectExit_BP() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyAnimInstance", "OnAnimResurrectExit_BP"); UObject::ProcessEvent(Func, nullptr); } // Function GameNoce.NoceEnemyAnimInstance.OnDamageCheckAngle // (Final, Native, Public, BlueprintCallable) // Parameters: // ENoceWinceType InWinceType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceEnemyAnimInstance::OnDamageCheckAngle(ENoceWinceType InWinceType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyAnimInstance", "OnDamageCheckAngle"); Params::NoceEnemyAnimInstance_OnDamageCheckAngle Parms{}; Parms.InWinceType = InWinceType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnemyAnimInstance.OnDamageStateEntry // (Final, Native, Protected, HasOutParams, BlueprintCallable) // Parameters: // struct FAnimUpdateContext& Content (Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // struct FAnimNodeReference& Node (Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic) void UNoceEnemyAnimInstance::OnDamageStateEntry(struct FAnimUpdateContext& Content, struct FAnimNodeReference& Node) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyAnimInstance", "OnDamageStateEntry"); Params::NoceEnemyAnimInstance_OnDamageStateEntry Parms{}; Parms.Content = std::move(Content); Parms.Node = std::move(Node); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; Content = std::move(Parms.Content); Node = std::move(Parms.Node); } // Function GameNoce.NoceEnemyAnimInstance.OnDamageStateExit // (Final, Native, Protected, HasOutParams, BlueprintCallable) // Parameters: // struct FAnimUpdateContext& Content (Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // struct FAnimNodeReference& Node (Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic) void UNoceEnemyAnimInstance::OnDamageStateExit(struct FAnimUpdateContext& Content, struct FAnimNodeReference& Node) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyAnimInstance", "OnDamageStateExit"); Params::NoceEnemyAnimInstance_OnDamageStateExit Parms{}; Parms.Content = std::move(Content); Parms.Node = std::move(Node); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; Content = std::move(Parms.Content); Node = std::move(Parms.Node); } // Function GameNoce.NoceEnemyAnimInstance.OnDeadStateEntry // (Final, Native, Protected, HasOutParams, BlueprintCallable) // Parameters: // struct FAnimUpdateContext& Content (Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // struct FAnimNodeReference& Node (Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic) void UNoceEnemyAnimInstance::OnDeadStateEntry(struct FAnimUpdateContext& Content, struct FAnimNodeReference& Node) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyAnimInstance", "OnDeadStateEntry"); Params::NoceEnemyAnimInstance_OnDeadStateEntry Parms{}; Parms.Content = std::move(Content); Parms.Node = std::move(Node); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; Content = std::move(Parms.Content); Node = std::move(Parms.Node); } // Function GameNoce.NoceEnemyAnimInstance.OnDeadStateExit // (Final, Native, Protected, HasOutParams, BlueprintCallable) // Parameters: // struct FAnimUpdateContext& Content (Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // struct FAnimNodeReference& Node (Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic) void UNoceEnemyAnimInstance::OnDeadStateExit(struct FAnimUpdateContext& Content, struct FAnimNodeReference& Node) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyAnimInstance", "OnDeadStateExit"); Params::NoceEnemyAnimInstance_OnDeadStateExit Parms{}; Parms.Content = std::move(Content); Parms.Node = std::move(Node); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; Content = std::move(Parms.Content); Node = std::move(Parms.Node); } // Function GameNoce.NoceEnemyAnimInstance.OnDie_BP // (Event, Protected, BlueprintEvent) void UNoceEnemyAnimInstance::OnDie_BP() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyAnimInstance", "OnDie_BP"); UObject::ProcessEvent(Func, nullptr); } // Function GameNoce.NoceEnemyAnimInstance.OnDownStateEntry // (Final, Native, Protected, HasOutParams, BlueprintCallable) // Parameters: // struct FAnimUpdateContext& Content (Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // struct FAnimNodeReference& Node (Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic) void UNoceEnemyAnimInstance::OnDownStateEntry(struct FAnimUpdateContext& Content, struct FAnimNodeReference& Node) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyAnimInstance", "OnDownStateEntry"); Params::NoceEnemyAnimInstance_OnDownStateEntry Parms{}; Parms.Content = std::move(Content); Parms.Node = std::move(Node); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; Content = std::move(Parms.Content); Node = std::move(Parms.Node); } // Function GameNoce.NoceEnemyAnimInstance.OnDownStateExit // (Final, Native, Protected, HasOutParams, BlueprintCallable) // Parameters: // struct FAnimUpdateContext& Content (Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // struct FAnimNodeReference& Node (Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic) void UNoceEnemyAnimInstance::OnDownStateExit(struct FAnimUpdateContext& Content, struct FAnimNodeReference& Node) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyAnimInstance", "OnDownStateExit"); Params::NoceEnemyAnimInstance_OnDownStateExit Parms{}; Parms.Content = std::move(Content); Parms.Node = std::move(Node); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; Content = std::move(Parms.Content); Node = std::move(Parms.Node); } // Function GameNoce.NoceEnemyAnimInstance.OnIdleStateEntry // (Final, Native, Protected, HasOutParams, BlueprintCallable) // Parameters: // struct FAnimUpdateContext& Content (Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // struct FAnimNodeReference& Node (Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic) void UNoceEnemyAnimInstance::OnIdleStateEntry(struct FAnimUpdateContext& Content, struct FAnimNodeReference& Node) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyAnimInstance", "OnIdleStateEntry"); Params::NoceEnemyAnimInstance_OnIdleStateEntry Parms{}; Parms.Content = std::move(Content); Parms.Node = std::move(Node); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; Content = std::move(Parms.Content); Node = std::move(Parms.Node); } // Function GameNoce.NoceEnemyAnimInstance.OnIdleStateExit // (Final, Native, Protected, HasOutParams, BlueprintCallable) // Parameters: // struct FAnimUpdateContext& Content (Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // struct FAnimNodeReference& Node (Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic) void UNoceEnemyAnimInstance::OnIdleStateExit(struct FAnimUpdateContext& Content, struct FAnimNodeReference& Node) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyAnimInstance", "OnIdleStateExit"); Params::NoceEnemyAnimInstance_OnIdleStateExit Parms{}; Parms.Content = std::move(Content); Parms.Node = std::move(Node); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; Content = std::move(Parms.Content); Node = std::move(Parms.Node); } // Function GameNoce.NoceEnemyAnimInstance.OnLinkStateEntry // (Final, Native, Protected, HasOutParams, BlueprintCallable) // Parameters: // struct FAnimUpdateContext& Content (Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // struct FAnimNodeReference& Node (Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic) void UNoceEnemyAnimInstance::OnLinkStateEntry(struct FAnimUpdateContext& Content, struct FAnimNodeReference& Node) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyAnimInstance", "OnLinkStateEntry"); Params::NoceEnemyAnimInstance_OnLinkStateEntry Parms{}; Parms.Content = std::move(Content); Parms.Node = std::move(Node); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; Content = std::move(Parms.Content); Node = std::move(Parms.Node); } // Function GameNoce.NoceEnemyAnimInstance.OnLinkStateExit // (Final, Native, Protected, HasOutParams, BlueprintCallable) // Parameters: // struct FAnimUpdateContext& Content (Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // struct FAnimNodeReference& Node (Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic) void UNoceEnemyAnimInstance::OnLinkStateExit(struct FAnimUpdateContext& Content, struct FAnimNodeReference& Node) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyAnimInstance", "OnLinkStateExit"); Params::NoceEnemyAnimInstance_OnLinkStateExit Parms{}; Parms.Content = std::move(Content); Parms.Node = std::move(Node); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; Content = std::move(Parms.Content); Node = std::move(Parms.Node); } // Function GameNoce.NoceEnemyAnimInstance.OnResurrectStateEntry // (Final, Native, Protected, HasOutParams, BlueprintCallable) // Parameters: // struct FAnimUpdateContext& Content (Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // struct FAnimNodeReference& Node (Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic) void UNoceEnemyAnimInstance::OnResurrectStateEntry(struct FAnimUpdateContext& Content, struct FAnimNodeReference& Node) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyAnimInstance", "OnResurrectStateEntry"); Params::NoceEnemyAnimInstance_OnResurrectStateEntry Parms{}; Parms.Content = std::move(Content); Parms.Node = std::move(Node); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; Content = std::move(Parms.Content); Node = std::move(Parms.Node); } // Function GameNoce.NoceEnemyAnimInstance.OnResurrectStateExit // (Final, Native, Protected, HasOutParams, BlueprintCallable) // Parameters: // struct FAnimUpdateContext& Content (Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // struct FAnimNodeReference& Node (Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic) void UNoceEnemyAnimInstance::OnResurrectStateExit(struct FAnimUpdateContext& Content, struct FAnimNodeReference& Node) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyAnimInstance", "OnResurrectStateExit"); Params::NoceEnemyAnimInstance_OnResurrectStateExit Parms{}; Parms.Content = std::move(Content); Parms.Node = std::move(Node); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; Content = std::move(Parms.Content); Node = std::move(Parms.Node); } // Function GameNoce.NoceEnemyAnimInstance.ReceiveDeathEvent // (Final, Native, Protected) void UNoceEnemyAnimInstance::ReceiveDeathEvent() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyAnimInstance", "ReceiveDeathEvent"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnemyAnimInstance.ReceiveFakeDeadEvent // (Final, Native, Protected) void UNoceEnemyAnimInstance::ReceiveFakeDeadEvent() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyAnimInstance", "ReceiveFakeDeadEvent"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnemyAnimInstance.ReceiveResurrectionEvent // (Final, Native, Protected) void UNoceEnemyAnimInstance::ReceiveResurrectionEvent() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyAnimInstance", "ReceiveResurrectionEvent"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnemyAnimInstance.RemoveGameplayEffect // (Final, Native, Public, BlueprintCallable) // Parameters: // TSubclassOf InGameplayEffect (Parm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceEnemyAnimInstance::RemoveGameplayEffect(TSubclassOf InGameplayEffect) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyAnimInstance", "RemoveGameplayEffect"); Params::NoceEnemyAnimInstance_RemoveGameplayEffect Parms{}; Parms.InGameplayEffect = InGameplayEffect; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnemyAnimInstance.SetCanEnterDown // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InDuration (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceEnemyAnimInstance::SetCanEnterDown(bool InEnable, float InDuration) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyAnimInstance", "SetCanEnterDown"); Params::NoceEnemyAnimInstance_SetCanEnterDown Parms{}; Parms.InEnable = InEnable; Parms.InDuration = InDuration; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnemyAnimInstance.SetEnterDamageState // (Final, Native, Public, BlueprintCallable) // Parameters: // ENoceWinceType WinceType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceEnemyAnimInstance::SetEnterDamageState(ENoceWinceType WinceType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyAnimInstance", "SetEnterDamageState"); Params::NoceEnemyAnimInstance_SetEnterDamageState Parms{}; Parms.WinceType = WinceType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnemyAnimInstance.UpdateFullBodyIk // (Native, Event, Public, BlueprintCallable, BlueprintEvent) // Parameters: // float DeltaTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceEnemyAnimInstance::UpdateFullBodyIk(float DeltaTime) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyAnimInstance", "UpdateFullBodyIk"); Params::NoceEnemyAnimInstance_UpdateFullBodyIk Parms{}; Parms.DeltaTime = DeltaTime; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnemyAnimInstance.UpdateIsFaceUpFlag // (Final, Native, Public, BlueprintCallable) void UNoceEnemyAnimInstance::UpdateIsFaceUpFlag() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyAnimInstance", "UpdateIsFaceUpFlag"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnemyAttackInfoComponent.ComputeHealthDamage // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // class FName InComboName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNoceEnemyAttackInfoComponent::ComputeHealthDamage(class FName InComboName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyAttackInfoComponent", "ComputeHealthDamage"); Params::NoceEnemyAttackInfoComponent_ComputeHealthDamage Parms{}; Parms.InComboName = InComboName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnemyAttackInfoComponent.ComputeHealthDamageValue // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // float Damage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float FloatRate (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNoceEnemyAttackInfoComponent::ComputeHealthDamageValue(float Damage, float FloatRate) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyAttackInfoComponent", "ComputeHealthDamageValue"); Params::NoceEnemyAttackInfoComponent_ComputeHealthDamageValue Parms{}; Parms.Damage = Damage; Parms.FloatRate = FloatRate; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnemyAttackInfoComponent.ComputeMaxSanityDamage // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // class FName InComboName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InFinalHealthDamage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNoceEnemyAttackInfoComponent::ComputeMaxSanityDamage(class FName InComboName, float InFinalHealthDamage) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyAttackInfoComponent", "ComputeMaxSanityDamage"); Params::NoceEnemyAttackInfoComponent_ComputeMaxSanityDamage Parms{}; Parms.InComboName = InComboName; Parms.InFinalHealthDamage = InFinalHealthDamage; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnemyAttackInfoComponent.ComputeMaxSanityDamageValue // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // float InFinalHealthDamage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InMaxSanityDamage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float FloatRate (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNoceEnemyAttackInfoComponent::ComputeMaxSanityDamageValue(float InFinalHealthDamage, float InMaxSanityDamage, float FloatRate) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyAttackInfoComponent", "ComputeMaxSanityDamageValue"); Params::NoceEnemyAttackInfoComponent_ComputeMaxSanityDamageValue Parms{}; Parms.InFinalHealthDamage = InFinalHealthDamage; Parms.InMaxSanityDamage = InMaxSanityDamage; Parms.FloatRate = FloatRate; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnemyAttackInfoComponent.ComputeStaminaDamage // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // class FName InComboName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNoceEnemyAttackInfoComponent::ComputeStaminaDamage(class FName InComboName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyAttackInfoComponent", "ComputeStaminaDamage"); Params::NoceEnemyAttackInfoComponent_ComputeStaminaDamage Parms{}; Parms.InComboName = InComboName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnemyAttackInfoComponent.ComputeStaminaDamageValue // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // float Damage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float FloatRate (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNoceEnemyAttackInfoComponent::ComputeStaminaDamageValue(float Damage, float FloatRate) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyAttackInfoComponent", "ComputeStaminaDamageValue"); Params::NoceEnemyAttackInfoComponent_ComputeStaminaDamageValue Parms{}; Parms.Damage = Damage; Parms.FloatRate = FloatRate; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnemyAttackInfoComponent.ComputeWinceDamage // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // class FName InComboName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNoceEnemyAttackInfoComponent::ComputeWinceDamage(class FName InComboName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyAttackInfoComponent", "ComputeWinceDamage"); Params::NoceEnemyAttackInfoComponent_ComputeWinceDamage Parms{}; Parms.InComboName = InComboName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnemyAttackInfoComponent.ComputeWinceDamageValue // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // float Damage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float FloatRate (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNoceEnemyAttackInfoComponent::ComputeWinceDamageValue(float Damage, float FloatRate) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyAttackInfoComponent", "ComputeWinceDamageValue"); Params::NoceEnemyAttackInfoComponent_ComputeWinceDamageValue Parms{}; Parms.Damage = Damage; Parms.FloatRate = FloatRate; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnemyAttackInfoComponent.GetAttackInfo // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // class FName ComboName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float* HealthDamage (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float* WinceDamage (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float* MaxSanityDamage (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float* StaminaDamage (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool* IsForceWince (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ENoceWinceType* WinceType (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ENoceDeathType* DeathType (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TSubclassOf* DebuffEffect (Parm, OutParm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceEnemyAttackInfoComponent::GetAttackInfo(class FName ComboName, float* HealthDamage, float* WinceDamage, float* MaxSanityDamage, float* StaminaDamage, bool* IsForceWince, ENoceWinceType* WinceType, ENoceDeathType* DeathType, TSubclassOf* DebuffEffect) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyAttackInfoComponent", "GetAttackInfo"); Params::NoceEnemyAttackInfoComponent_GetAttackInfo Parms{}; Parms.ComboName = ComboName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (HealthDamage != nullptr) *HealthDamage = Parms.HealthDamage; if (WinceDamage != nullptr) *WinceDamage = Parms.WinceDamage; if (MaxSanityDamage != nullptr) *MaxSanityDamage = Parms.MaxSanityDamage; if (StaminaDamage != nullptr) *StaminaDamage = Parms.StaminaDamage; if (IsForceWince != nullptr) *IsForceWince = Parms.IsForceWince; if (WinceType != nullptr) *WinceType = Parms.WinceType; if (DeathType != nullptr) *DeathType = Parms.DeathType; if (DebuffEffect != nullptr) *DebuffEffect = Parms.DebuffEffect; } // Function GameNoce.NoceEnemyAttackInfoComponent.GetCanBeAxeDefensed // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName InComboName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceEnemyAttackInfoComponent::GetCanBeAxeDefensed(class FName InComboName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyAttackInfoComponent", "GetCanBeAxeDefensed"); Params::NoceEnemyAttackInfoComponent_GetCanBeAxeDefensed Parms{}; Parms.InComboName = InComboName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnemyAttackInfoComponent.GetCanBeKatanaDefensed // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName InComboName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceEnemyAttackInfoComponent::GetCanBeKatanaDefensed(class FName InComboName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyAttackInfoComponent", "GetCanBeKatanaDefensed"); Params::NoceEnemyAttackInfoComponent_GetCanBeKatanaDefensed Parms{}; Parms.InComboName = InComboName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnemyAttackInfoComponent.GetCheckJustDodgeCounterDistance // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName InComboName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceEnemyAttackInfoComponent::GetCheckJustDodgeCounterDistance(class FName InComboName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyAttackInfoComponent", "GetCheckJustDodgeCounterDistance"); Params::NoceEnemyAttackInfoComponent_GetCheckJustDodgeCounterDistance Parms{}; Parms.InComboName = InComboName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnemyAttackInfoComponent.GetComboCheckInfo // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // class FName InComboName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool* OutCheckJustDodge (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool* OutCheckInvincible (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool* OutCheckOmamoriKagami (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceEnemyAttackInfoComponent::GetComboCheckInfo(class FName InComboName, bool* OutCheckJustDodge, bool* OutCheckInvincible, bool* OutCheckOmamoriKagami) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyAttackInfoComponent", "GetComboCheckInfo"); Params::NoceEnemyAttackInfoComponent_GetComboCheckInfo Parms{}; Parms.InComboName = InComboName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutCheckJustDodge != nullptr) *OutCheckJustDodge = Parms.OutCheckJustDodge; if (OutCheckInvincible != nullptr) *OutCheckInvincible = Parms.OutCheckInvincible; if (OutCheckOmamoriKagami != nullptr) *OutCheckOmamoriKagami = Parms.OutCheckOmamoriKagami; } // Function GameNoce.NoceEnemyAttackInfoComponent.GetDeathType // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // class FName InComboName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ENoceDeathType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENoceDeathType UNoceEnemyAttackInfoComponent::GetDeathType(class FName InComboName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyAttackInfoComponent", "GetDeathType"); Params::NoceEnemyAttackInfoComponent_GetDeathType Parms{}; Parms.InComboName = InComboName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnemyAttackInfoComponent.GetDebuffEffectData // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName InComboName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TSubclassOf ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) TSubclassOf UNoceEnemyAttackInfoComponent::GetDebuffEffectData(class FName InComboName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyAttackInfoComponent", "GetDebuffEffectData"); Params::NoceEnemyAttackInfoComponent_GetDebuffEffectData Parms{}; Parms.InComboName = InComboName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnemyAttackInfoComponent.GetIsChannelingAttack // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName InComboName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceEnemyAttackInfoComponent::GetIsChannelingAttack(class FName InComboName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyAttackInfoComponent", "GetIsChannelingAttack"); Params::NoceEnemyAttackInfoComponent_GetIsChannelingAttack Parms{}; Parms.InComboName = InComboName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnemyAttackInfoComponent.GetIsForceWince // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // class FName InComboName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceEnemyAttackInfoComponent::GetIsForceWince(class FName InComboName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyAttackInfoComponent", "GetIsForceWince"); Params::NoceEnemyAttackInfoComponent_GetIsForceWince Parms{}; Parms.InComboName = InComboName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnemyAttackInfoComponent.GetMaxSanityDamageToHealthDamageRatio // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // class FName InComboName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNoceEnemyAttackInfoComponent::GetMaxSanityDamageToHealthDamageRatio(class FName InComboName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyAttackInfoComponent", "GetMaxSanityDamageToHealthDamageRatio"); Params::NoceEnemyAttackInfoComponent_GetMaxSanityDamageToHealthDamageRatio Parms{}; Parms.InComboName = InComboName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnemyAttackInfoComponent.GetNeedCheckSuperArmor // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName InComboName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceEnemyAttackInfoComponent::GetNeedCheckSuperArmor(class FName InComboName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyAttackInfoComponent", "GetNeedCheckSuperArmor"); Params::NoceEnemyAttackInfoComponent_GetNeedCheckSuperArmor Parms{}; Parms.InComboName = InComboName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnemyAttackInfoComponent.GetWinceType // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // class FName InComboName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ENoceWinceType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENoceWinceType UNoceEnemyAttackInfoComponent::GetWinceType(class FName InComboName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyAttackInfoComponent", "GetWinceType"); Params::NoceEnemyAttackInfoComponent_GetWinceType Parms{}; Parms.InComboName = InComboName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceWeapon.AddDurability // (Final, Native, Public, BlueprintCallable) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceWeapon::AddDurability(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWeapon", "AddDurability"); Params::NoceWeapon_AddDurability Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceWeapon.ApplyCurrentEffects // (Final, Native, Public, BlueprintCallable) void ANoceWeapon::ApplyCurrentEffects() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWeapon", "ApplyCurrentEffects"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceWeapon.CostDurability // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool InIsAdd (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool InLimitDurability (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool* OutForceDeflect (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceWeapon::CostDurability(float InValue, bool InIsAdd, bool InLimitDurability, bool* OutForceDeflect) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWeapon", "CostDurability"); Params::NoceWeapon_CostDurability Parms{}; Parms.InValue = InValue; Parms.InIsAdd = InIsAdd; Parms.InLimitDurability = InLimitDurability; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutForceDeflect != nullptr) *OutForceDeflect = Parms.OutForceDeflect; } // Function GameNoce.NoceWeapon.CostDurabilityByDefesne // (Final, Native, Public, BlueprintCallable) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool InLimitDurability (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceWeapon::CostDurabilityByDefesne(float InValue, bool InLimitDurability) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWeapon", "CostDurabilityByDefesne"); Params::NoceWeapon_CostDurabilityByDefesne Parms{}; Parms.InValue = InValue; Parms.InLimitDurability = InLimitDurability; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceWeapon.Equip // (Native, Public, BlueprintCallable) // Parameters: // float InCurrentDurability (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool InWeaponMeshForceSetVisibility (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool InWeaponMeshForceShow (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceWeapon::Equip(float InCurrentDurability, bool InWeaponMeshForceSetVisibility, bool InWeaponMeshForceShow) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWeapon", "Equip"); Params::NoceWeapon_Equip Parms{}; Parms.InCurrentDurability = InCurrentDurability; Parms.InWeaponMeshForceSetVisibility = InWeaponMeshForceSetVisibility; Parms.InWeaponMeshForceShow = InWeaponMeshForceShow; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceWeapon.Equip_BP // (Native, Event, Public, BlueprintEvent) void ANoceWeapon::Equip_BP() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWeapon", "Equip_BP"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceWeapon.ForceDeflectPostCostDurablity_BP // (Native, Event, Public, BlueprintEvent) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceWeapon::ForceDeflectPostCostDurablity_BP() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWeapon", "ForceDeflectPostCostDurablity_BP"); Params::NoceWeapon_ForceDeflectPostCostDurablity_BP Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceWeapon.GetActionLevelDurabilityCostRatio // (Final, Native, Public, BlueprintCallable) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ANoceWeapon::GetActionLevelDurabilityCostRatio() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWeapon", "GetActionLevelDurabilityCostRatio"); Params::NoceWeapon_GetActionLevelDurabilityCostRatio Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceWeapon.GetAttackInfo // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // float InWeaponDurability (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float* AttackMultiplier (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float* ExtraAttackMultiplier (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float* WinceMultiplier (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceWeapon::GetAttackInfo(float InWeaponDurability, float* AttackMultiplier, float* ExtraAttackMultiplier, float* WinceMultiplier) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWeapon", "GetAttackInfo"); Params::NoceWeapon_GetAttackInfo Parms{}; Parms.InWeaponDurability = InWeaponDurability; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (AttackMultiplier != nullptr) *AttackMultiplier = Parms.AttackMultiplier; if (ExtraAttackMultiplier != nullptr) *ExtraAttackMultiplier = Parms.ExtraAttackMultiplier; if (WinceMultiplier != nullptr) *WinceMultiplier = Parms.WinceMultiplier; } // Function GameNoce.NoceWeapon.GetCanBeBroken // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceWeapon::GetCanBeBroken() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWeapon", "GetCanBeBroken"); Params::NoceWeapon_GetCanBeBroken Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceWeapon.GetCanCostDurability // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceWeapon::GetCanCostDurability() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWeapon", "GetCanCostDurability"); Params::NoceWeapon_GetCanCostDurability Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceWeapon.GetCanDiscard // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceWeapon::GetCanDiscard() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWeapon", "GetCanDiscard"); Params::NoceWeapon_GetCanDiscard Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceWeapon.GetCanFocusAttack // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceWeapon::GetCanFocusAttack() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWeapon", "GetCanFocusAttack"); Params::NoceWeapon_GetCanFocusAttack Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceWeapon.GetDefenseCostRatio // (Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ANoceWeapon::GetDefenseCostRatio() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWeapon", "GetDefenseCostRatio"); Params::NoceWeapon_GetDefenseCostRatio Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceWeapon.GetDeflectRate // (Final, Native, Public, BlueprintCallable) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ANoceWeapon::GetDeflectRate() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWeapon", "GetDeflectRate"); Params::NoceWeapon_GetDeflectRate Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceWeapon.GetDurabilityRatio // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ANoceWeapon::GetDurabilityRatio() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWeapon", "GetDurabilityRatio"); Params::NoceWeapon_GetDurabilityRatio Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceWeapon.GetEasyModeCostRatio // (Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ANoceWeapon::GetEasyModeCostRatio() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWeapon", "GetEasyModeCostRatio"); Params::NoceWeapon_GetEasyModeCostRatio Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceWeapon.GetIsDiscarded // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceWeapon::GetIsDiscarded() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWeapon", "GetIsDiscarded"); Params::NoceWeapon_GetIsDiscarded Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceWeapon.GetMesh // (Final, Native, Public, BlueprintCallable) // Parameters: // class USkeletalMeshComponent* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class USkeletalMeshComponent* ANoceWeapon::GetMesh() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWeapon", "GetMesh"); Params::NoceWeapon_GetMesh Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceWeapon.GetOverrideComboInfo // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // class FName InComboName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool* OutFound (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FNoceWeaponInfoOverride* OutComboInfo (Parm, OutParm, NoDestructor, NativeAccessSpecifierPublic) void ANoceWeapon::GetOverrideComboInfo(class FName InComboName, bool* OutFound, struct FNoceWeaponInfoOverride* OutComboInfo) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWeapon", "GetOverrideComboInfo"); Params::NoceWeapon_GetOverrideComboInfo Parms{}; Parms.InComboName = InComboName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutFound != nullptr) *OutFound = Parms.OutFound; if (OutComboInfo != nullptr) *OutComboInfo = std::move(Parms.OutComboInfo); } // Function GameNoce.NoceWeapon.GetOverrideStaminaKeyCost // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // class FName InStaminaKey (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool* OutFound (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float* OutStaminaCost (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceWeapon::GetOverrideStaminaKeyCost(class FName InStaminaKey, bool* OutFound, float* OutStaminaCost) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWeapon", "GetOverrideStaminaKeyCost"); Params::NoceWeapon_GetOverrideStaminaKeyCost Parms{}; Parms.InStaminaKey = InStaminaKey; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutFound != nullptr) *OutFound = Parms.OutFound; if (OutStaminaCost != nullptr) *OutStaminaCost = Parms.OutStaminaCost; } // Function GameNoce.NoceWeapon.GetUseFocusAttackWhenFullCharged // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceWeapon::GetUseFocusAttackWhenFullCharged() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWeapon", "GetUseFocusAttackWhenFullCharged"); Params::NoceWeapon_GetUseFocusAttackWhenFullCharged Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceWeapon.GetWeaponMotionType // (Final, Native, Public, BlueprintCallable) // Parameters: // ENoceWeaponMotionType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENoceWeaponMotionType ANoceWeapon::GetWeaponMotionType() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWeapon", "GetWeaponMotionType"); Params::NoceWeapon_GetWeaponMotionType Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceWeapon.GetWeaponType // (Final, Native, Public, BlueprintCallable) // Parameters: // ENoceWeaponType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENoceWeaponType ANoceWeapon::GetWeaponType() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWeapon", "GetWeaponType"); Params::NoceWeapon_GetWeaponType Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceWeapon.HandleClawTransform_BP // (Event, Protected, BlueprintEvent) // Parameters: // bool InTransformToClawG (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceWeapon::HandleClawTransform_BP(bool InTransformToClawG) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWeapon", "HandleClawTransform_BP"); Params::NoceWeapon_HandleClawTransform_BP Parms{}; Parms.InTransformToClawG = InTransformToClawG; UObject::ProcessEvent(Func, &Parms); } // Function GameNoce.NoceWeapon.HideWeapon // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName InWeaponName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool InHide (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName InToken (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceWeapon::HideWeapon(class FName InWeaponName, bool InHide, class FName InToken) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWeapon", "HideWeapon"); Params::NoceWeapon_HideWeapon Parms{}; Parms.InWeaponName = InWeaponName; Parms.InHide = InHide; Parms.InToken = InToken; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceWeapon.IsBroken // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceWeapon::IsBroken() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWeapon", "IsBroken"); Params::NoceWeapon_IsBroken Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceWeapon.IsInLowDurability // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceWeapon::IsInLowDurability() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWeapon", "IsInLowDurability"); Params::NoceWeapon_IsInLowDurability Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceWeapon.RemoveCurrentEffects // (Final, Native, Public, BlueprintCallable) void ANoceWeapon::RemoveCurrentEffects() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWeapon", "RemoveCurrentEffects"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceWeapon.SetCounterComboName // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName InCounterComboName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceWeapon::SetCounterComboName(class FName InCounterComboName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWeapon", "SetCounterComboName"); Params::NoceWeapon_SetCounterComboName Parms{}; Parms.InCounterComboName = InCounterComboName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceWeapon.SetDurability // (Final, Native, Public, BlueprintCallable) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceWeapon::SetDurability(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWeapon", "SetDurability"); Params::NoceWeapon_SetDurability Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceWeapon.SetIsDiscarded // (Final, Native, Public, BlueprintCallable) void ANoceWeapon::SetIsDiscarded() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWeapon", "SetIsDiscarded"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceWeapon.SetWeaponAudioType // (Final, Native, Public, BlueprintCallable) // Parameters: // const struct FGameplayTag& InTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceWeapon::SetWeaponAudioType(const struct FGameplayTag& InTag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWeapon", "SetWeaponAudioType"); Params::NoceWeapon_SetWeaponAudioType Parms{}; Parms.InTag = std::move(InTag); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceWeapon.SetWeaponMotionType // (Final, Native, Public, BlueprintCallable) // Parameters: // ENoceWeaponMotionType InWeaponMotionType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceWeapon::SetWeaponMotionType(ENoceWeaponMotionType InWeaponMotionType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWeapon", "SetWeaponMotionType"); Params::NoceWeapon_SetWeaponMotionType Parms{}; Parms.InWeaponMotionType = InWeaponMotionType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceWeapon.SetWeaponName // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName InWeaponName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceWeapon::SetWeaponName(class FName InWeaponName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWeapon", "SetWeaponName"); Params::NoceWeapon_SetWeaponName Parms{}; Parms.InWeaponName = InWeaponName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceWeapon.SetWeaponType // (Final, Native, Public, BlueprintCallable) // Parameters: // ENoceWeaponType InWeaponType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceWeapon::SetWeaponType(ENoceWeaponType InWeaponType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWeapon", "SetWeaponType"); Params::NoceWeapon_SetWeaponType Parms{}; Parms.InWeaponType = InWeaponType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceWeapon.Unequip // (Native, Public, BlueprintCallable) void ANoceWeapon::Unequip() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWeapon", "Unequip"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceWeapon.UnEquip_BP // (Native, Event, Public, BlueprintEvent) void ANoceWeapon::UnEquip_BP() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWeapon", "UnEquip_BP"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceWeapon.GetDurability // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ANoceWeapon::GetDurability() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWeapon", "GetDurability"); Params::NoceWeapon_GetDurability Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceWeapon.GetMaxDurability // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ANoceWeapon::GetMaxDurability() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWeapon", "GetMaxDurability"); Params::NoceWeapon_GetMaxDurability Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceWeapon.IsVisible // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceWeapon::IsVisible() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWeapon", "IsVisible"); Params::NoceWeapon_IsVisible Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnemyCharacter.AddFakeDeadProgressTime // (Final, Native, Public, BlueprintCallable) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceEnemyCharacter::AddFakeDeadProgressTime(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyCharacter", "AddFakeDeadProgressTime"); Params::NoceEnemyCharacter_AddFakeDeadProgressTime Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnemyCharacter.CanBeLockedOnTarget // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceEnemyCharacter::CanBeLockedOnTarget() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyCharacter", "CanBeLockedOnTarget"); Params::NoceEnemyCharacter_CanBeLockedOnTarget Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnemyCharacter.CanFakeDead // (Native, Event, Public, BlueprintEvent) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceEnemyCharacter::CanFakeDead() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyCharacter", "CanFakeDead"); Params::NoceEnemyCharacter_CanFakeDead Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnemyCharacter.CanSeePlayer // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InDebugDraw (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EDrawDebugTrace InDrawDebugTrace (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceEnemyCharacter::CanSeePlayer(bool InDebugDraw, EDrawDebugTrace InDrawDebugTrace) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyCharacter", "CanSeePlayer"); Params::NoceEnemyCharacter_CanSeePlayer Parms{}; Parms.InDebugDraw = InDebugDraw; Parms.InDrawDebugTrace = InDrawDebugTrace; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnemyCharacter.CheckAlive // (Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceEnemyCharacter::CheckAlive() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyCharacter", "CheckAlive"); Params::NoceEnemyCharacter_CheckAlive Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnemyCharacter.CheckIsInBrightRoom // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceEnemyCharacter::CheckIsInBrightRoom() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyCharacter", "CheckIsInBrightRoom"); Params::NoceEnemyCharacter_CheckIsInBrightRoom Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnemyCharacter.CheckMayNotReviveRule // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceEnemyCharacter::CheckMayNotReviveRule() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyCharacter", "CheckMayNotReviveRule"); Params::NoceEnemyCharacter_CheckMayNotReviveRule Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnemyCharacter.Die_BP // (Event, Protected, BlueprintEvent) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceEnemyCharacter::Die_BP() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyCharacter", "Die_BP"); Params::NoceEnemyCharacter_Die_BP Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function GameNoce.NoceEnemyCharacter.EndFakeDead // (Final, Native, Protected, BlueprintCallable) void ANoceEnemyCharacter::EndFakeDead() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyCharacter", "EndFakeDead"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnemyCharacter.EndResurrect // (Final, Native, Public) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceEnemyCharacter::EndResurrect() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyCharacter", "EndResurrect"); Params::NoceEnemyCharacter_EndResurrect Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnemyCharacter.EnterBrightRoom // (Final, Native, Public, BlueprintCallable) void ANoceEnemyCharacter::EnterBrightRoom() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyCharacter", "EnterBrightRoom"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnemyCharacter.ExitBrightRoom // (Final, Native, Public, BlueprintCallable) void ANoceEnemyCharacter::ExitBrightRoom() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyCharacter", "ExitBrightRoom"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnemyCharacter.FakeDeadToDie // (Final, Native, Protected, BlueprintCallable) void ANoceEnemyCharacter::FakeDeadToDie() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyCharacter", "FakeDeadToDie"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnemyCharacter.GetAIAlertType // (Final, Native, Public, BlueprintCallable) // Parameters: // ENoceAIAlertType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENoceAIAlertType ANoceEnemyCharacter::GetAIAlertType() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyCharacter", "GetAIAlertType"); Params::NoceEnemyCharacter_GetAIAlertType Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnemyCharacter.GetBattlePositionScore // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // ENoceBattlePositionTier InTier (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 ANoceEnemyCharacter::GetBattlePositionScore(ENoceBattlePositionTier InTier) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyCharacter", "GetBattlePositionScore"); Params::NoceEnemyCharacter_GetBattlePositionScore Parms{}; Parms.InTier = InTier; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnemyCharacter.GetCanAcceptAttrackSoul // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceEnemyCharacter::GetCanAcceptAttrackSoul() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyCharacter", "GetCanAcceptAttrackSoul"); Params::NoceEnemyCharacter_GetCanAcceptAttrackSoul Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnemyCharacter.GetCanBePushedByPlayer // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceEnemyCharacter::GetCanBePushedByPlayer() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyCharacter", "GetCanBePushedByPlayer"); Params::NoceEnemyCharacter_GetCanBePushedByPlayer Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnemyCharacter.GetCanPlayerSlideByDodgePush // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceEnemyCharacter::GetCanPlayerSlideByDodgePush() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyCharacter", "GetCanPlayerSlideByDodgePush"); Params::NoceEnemyCharacter_GetCanPlayerSlideByDodgePush Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnemyCharacter.GetCanPushPlayer // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceEnemyCharacter::GetCanPushPlayer() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyCharacter", "GetCanPushPlayer"); Params::NoceEnemyCharacter_GetCanPushPlayer Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnemyCharacter.GetCanTakeDamage // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceEnemyCharacter::GetCanTakeDamage() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyCharacter", "GetCanTakeDamage"); Params::NoceEnemyCharacter_GetCanTakeDamage Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnemyCharacter.GetExtendAutoAimDistance // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ANoceEnemyCharacter::GetExtendAutoAimDistance() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyCharacter", "GetExtendAutoAimDistance"); Params::NoceEnemyCharacter_GetExtendAutoAimDistance Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnemyCharacter.GetFakeDeadCount // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 ANoceEnemyCharacter::GetFakeDeadCount() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyCharacter", "GetFakeDeadCount"); Params::NoceEnemyCharacter_GetFakeDeadCount Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnemyCharacter.GetFakeDeadProgressTime // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ANoceEnemyCharacter::GetFakeDeadProgressTime() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyCharacter", "GetFakeDeadProgressTime"); Params::NoceEnemyCharacter_GetFakeDeadProgressTime Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnemyCharacter.GetFakeDeadRemainingTime // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ANoceEnemyCharacter::GetFakeDeadRemainingTime() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyCharacter", "GetFakeDeadRemainingTime"); Params::NoceEnemyCharacter_GetFakeDeadRemainingTime Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnemyCharacter.GetIsNonCounterableWhenInactive // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceEnemyCharacter::GetIsNonCounterableWhenInactive() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyCharacter", "GetIsNonCounterableWhenInactive"); Params::NoceEnemyCharacter_GetIsNonCounterableWhenInactive Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnemyCharacter.GetPossiblePositionOnLoad // (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure) // Parameters: // struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) struct FVector ANoceEnemyCharacter::GetPossiblePositionOnLoad() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyCharacter", "GetPossiblePositionOnLoad"); Params::NoceEnemyCharacter_GetPossiblePositionOnLoad Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnemyCharacter.HasBattlePositionScore // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceEnemyCharacter::HasBattlePositionScore() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyCharacter", "HasBattlePositionScore"); Params::NoceEnemyCharacter_HasBattlePositionScore Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnemyCharacter.HasFakeDeadAbility // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceEnemyCharacter::HasFakeDeadAbility() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyCharacter", "HasFakeDeadAbility"); Params::NoceEnemyCharacter_HasFakeDeadAbility Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnemyCharacter.InstantRevival // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceEnemyCharacter::InstantRevival() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyCharacter", "InstantRevival"); Params::NoceEnemyCharacter_InstantRevival Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnemyCharacter.IsBreakDown // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceEnemyCharacter::IsBreakDown() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyCharacter", "IsBreakDown"); Params::NoceEnemyCharacter_IsBreakDown Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnemyCharacter.IsCounterable // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InCounterHint (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceEnemyCharacter::IsCounterable(bool InCounterHint) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyCharacter", "IsCounterable"); Params::NoceEnemyCharacter_IsCounterable Parms{}; Parms.InCounterHint = InCounterHint; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnemyCharacter.IsEngagedStatus // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceEnemyCharacter::IsEngagedStatus() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyCharacter", "IsEngagedStatus"); Params::NoceEnemyCharacter_IsEngagedStatus Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnemyCharacter.IsLockedTarget // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceEnemyCharacter::IsLockedTarget() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyCharacter", "IsLockedTarget"); Params::NoceEnemyCharacter_IsLockedTarget Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnemyCharacter.IsNoCostPlayerWeaponDurability // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceEnemyCharacter::IsNoCostPlayerWeaponDurability() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyCharacter", "IsNoCostPlayerWeaponDurability"); Params::NoceEnemyCharacter_IsNoCostPlayerWeaponDurability Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnemyCharacter.IsSpawnFromFreak // (Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceEnemyCharacter::IsSpawnFromFreak() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyCharacter", "IsSpawnFromFreak"); Params::NoceEnemyCharacter_IsSpawnFromFreak Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnemyCharacter.IsVisibileToPlayer // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InDebugDraw (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InCapsuleRadiusRatio (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InBackSideDiffDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool InOnlyCheckCenter (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EDrawDebugTrace InDrawDebugTrace (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceEnemyCharacter::IsVisibileToPlayer(bool InDebugDraw, float InCapsuleRadiusRatio, float InBackSideDiffDistance, bool InOnlyCheckCenter, EDrawDebugTrace InDrawDebugTrace) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyCharacter", "IsVisibileToPlayer"); Params::NoceEnemyCharacter_IsVisibileToPlayer Parms{}; Parms.InDebugDraw = InDebugDraw; Parms.InCapsuleRadiusRatio = InCapsuleRadiusRatio; Parms.InBackSideDiffDistance = InBackSideDiffDistance; Parms.InOnlyCheckCenter = InOnlyCheckCenter; Parms.InDrawDebugTrace = InDrawDebugTrace; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnemyCharacter.IsVisibleForEnemyInSight // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceEnemyCharacter::IsVisibleForEnemyInSight() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyCharacter", "IsVisibleForEnemyInSight"); Params::NoceEnemyCharacter_IsVisibleForEnemyInSight Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnemyCharacter.Kill // (Native, Public, BlueprintCallable) void ANoceEnemyCharacter::Kill() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyCharacter", "Kill"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnemyCharacter.NoFightingStrength // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceEnemyCharacter::NoFightingStrength() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyCharacter", "NoFightingStrength"); Params::NoceEnemyCharacter_NoFightingStrength Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnemyCharacter.OnDamaged_BP // (Event, Protected, BlueprintEvent) // Parameters: // const struct FNoceAttackHitResult& AttackHitResult (Parm, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceEnemyCharacter::OnDamaged_BP(const struct FNoceAttackHitResult& AttackHitResult) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyCharacter", "OnDamaged_BP"); Params::NoceEnemyCharacter_OnDamaged_BP Parms{}; Parms.AttackHitResult = std::move(AttackHitResult); UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function GameNoce.NoceEnemyCharacter.OnFinishEvent_BP // (Event, Protected, BlueprintEvent) void ANoceEnemyCharacter::OnFinishEvent_BP() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyCharacter", "OnFinishEvent_BP"); UObject::ProcessEvent(Func, nullptr); } // Function GameNoce.NoceEnemyCharacter.OnStartEvent_BP // (Event, Protected, BlueprintEvent) void ANoceEnemyCharacter::OnStartEvent_BP() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyCharacter", "OnStartEvent_BP"); UObject::ProcessEvent(Func, nullptr); } // Function GameNoce.NoceEnemyCharacter.RequestFakeDead // (Final, Native, Protected, BlueprintCallable) // Parameters: // bool FromLoad (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ResetAI (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceEnemyCharacter::RequestFakeDead(bool FromLoad, bool ResetAI) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyCharacter", "RequestFakeDead"); Params::NoceEnemyCharacter_RequestFakeDead Parms{}; Parms.FromLoad = FromLoad; Parms.ResetAI = ResetAI; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnemyCharacter.ResetMovementState // (Final, Native, Public, BlueprintCallable) void ANoceEnemyCharacter::ResetMovementState() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyCharacter", "ResetMovementState"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnemyCharacter.SendGameplayEventToAnimation // (Final, Native, Public, BlueprintCallable) // Parameters: // const struct FGameplayTag& EventTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceEnemyCharacter::SendGameplayEventToAnimation(const struct FGameplayTag& EventTag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyCharacter", "SendGameplayEventToAnimation"); Params::NoceEnemyCharacter_SendGameplayEventToAnimation Parms{}; Parms.EventTag = std::move(EventTag); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnemyCharacter.SetCanAcceptAttrackSoul // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceEnemyCharacter::SetCanAcceptAttrackSoul(bool InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyCharacter", "SetCanAcceptAttrackSoul"); Params::NoceEnemyCharacter_SetCanAcceptAttrackSoul Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnemyCharacter.SetCanTakeDamage // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceEnemyCharacter::SetCanTakeDamage(bool InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyCharacter", "SetCanTakeDamage"); Params::NoceEnemyCharacter_SetCanTakeDamage Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnemyCharacter.SetFakeDeadCount // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceEnemyCharacter::SetFakeDeadCount(int32 InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyCharacter", "SetFakeDeadCount"); Params::NoceEnemyCharacter_SetFakeDeadCount Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnemyCharacter.SetIsHiddenBeforeCutscene // (Final, Native, Public, BlueprintCallable) // Parameters: // bool IsHidden (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceEnemyCharacter::SetIsHiddenBeforeCutscene(bool IsHidden) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyCharacter", "SetIsHiddenBeforeCutscene"); Params::NoceEnemyCharacter_SetIsHiddenBeforeCutscene Parms{}; Parms.IsHidden = IsHidden; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnemyCharacter.SetIsVisibleForEnemyInSight // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceEnemyCharacter::SetIsVisibleForEnemyInSight(bool InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyCharacter", "SetIsVisibleForEnemyInSight"); Params::NoceEnemyCharacter_SetIsVisibleForEnemyInSight Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnemyCharacter.SetJealous // (Final, Native, Public, BlueprintCallable) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceEnemyCharacter::SetJealous(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyCharacter", "SetJealous"); Params::NoceEnemyCharacter_SetJealous Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnemyCharacter.SetRootMotionScale // (Final, Native, Public, BlueprintCallable) // Parameters: // float InScale (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceEnemyCharacter::SetRootMotionScale(float InScale) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyCharacter", "SetRootMotionScale"); Params::NoceEnemyCharacter_SetRootMotionScale Parms{}; Parms.InScale = InScale; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnemyCharacter.SetSpawnerFreak // (Final, Native, Public, BlueprintCallable) // Parameters: // class ANoceEnemyCharacter* FreakCharacter (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceEnemyCharacter::SetSpawnerFreak(class ANoceEnemyCharacter* FreakCharacter) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyCharacter", "SetSpawnerFreak"); Params::NoceEnemyCharacter_SetSpawnerFreak Parms{}; Parms.FreakCharacter = FreakCharacter; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnemyCharacter.ShowHideEnemy // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InShow (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceEnemyCharacter::ShowHideEnemy(bool InShow) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyCharacter", "ShowHideEnemy"); Params::NoceEnemyCharacter_ShowHideEnemy Parms{}; Parms.InShow = InShow; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnemyCharacter.StartFakeDead // (Final, Native, Protected, BlueprintCallable) // Parameters: // bool FromLoad (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceEnemyCharacter::StartFakeDead(bool FromLoad) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyCharacter", "StartFakeDead"); Params::NoceEnemyCharacter_StartFakeDead Parms{}; Parms.FromLoad = FromLoad; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnemyCharacter.StartResurrect // (Final, Native, Public) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceEnemyCharacter::StartResurrect() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyCharacter", "StartResurrect"); Params::NoceEnemyCharacter_StartResurrect Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnemyCharacter.TryCreateRecord // (Native, Public, BlueprintCallable) void ANoceEnemyCharacter::TryCreateRecord() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyCharacter", "TryCreateRecord"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnemyCharacter.GetDamageRatioHealth // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ANoceEnemyCharacter::GetDamageRatioHealth() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyCharacter", "GetDamageRatioHealth"); Params::NoceEnemyCharacter_GetDamageRatioHealth Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnemyCharacter.GetDamageRatioWince // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ANoceEnemyCharacter::GetDamageRatioWince() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyCharacter", "GetDamageRatioWince"); Params::NoceEnemyCharacter_GetDamageRatioWince Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnemyCharacter.GetFakeDeadWakeupRatio // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ANoceEnemyCharacter::GetFakeDeadWakeupRatio() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyCharacter", "GetFakeDeadWakeupRatio"); Params::NoceEnemyCharacter_GetFakeDeadWakeupRatio Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnemyCharacter.GetHealthAttackRatio // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ANoceEnemyCharacter::GetHealthAttackRatio() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyCharacter", "GetHealthAttackRatio"); Params::NoceEnemyCharacter_GetHealthAttackRatio Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnemyCharacter.GetJealous // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ANoceEnemyCharacter::GetJealous() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyCharacter", "GetJealous"); Params::NoceEnemyCharacter_GetJealous Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnemyCharacter.GetLinkAttackRatio // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ANoceEnemyCharacter::GetLinkAttackRatio() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyCharacter", "GetLinkAttackRatio"); Params::NoceEnemyCharacter_GetLinkAttackRatio Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnemyCharacter.IsDead // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceEnemyCharacter::IsDead() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyCharacter", "IsDead"); Params::NoceEnemyCharacter_IsDead Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnemyCharacter.IsFakeDead // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceEnemyCharacter::IsFakeDead() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyCharacter", "IsFakeDead"); Params::NoceEnemyCharacter_IsFakeDead Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnemyCharacter.IsResurrect // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceEnemyCharacter::IsResurrect() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyCharacter", "IsResurrect"); Params::NoceEnemyCharacter_IsResurrect Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnemyCharacter.OnCanCreateRecord // (Native, Event, Protected, BlueprintEvent, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceEnemyCharacter::OnCanCreateRecord() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyCharacter", "OnCanCreateRecord"); Params::NoceEnemyCharacter_OnCanCreateRecord Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.LinkRequest.SetLinkRequest // (Final, Native, Public, BlueprintCallable) // Parameters: // class AActor* InOwner (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* InTarget (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ELinkPriority InPriority (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool InExecutionType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 InBankID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 InMotionID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ULinkRequest::SetLinkRequest(class AActor* InOwner, class AActor* InTarget, ELinkPriority InPriority, bool InExecutionType, int32 InBankID, int32 InMotionID) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("LinkRequest", "SetLinkRequest"); Params::LinkRequest_SetLinkRequest Parms{}; Parms.InOwner = InOwner; Parms.InTarget = InTarget; Parms.InPriority = InPriority; Parms.InExecutionType = InExecutionType; Parms.InBankID = InBankID; Parms.InMotionID = InMotionID; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnemyDamageHandleComponent.HandleBodyPartGroupDamage // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // class FName InBodyPartGroupName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InHealthDamage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool InIsLimitHealth (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool* OutIsBreak (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool* OutIsDamageToHealth (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceEnemyDamageHandleComponent::HandleBodyPartGroupDamage(class FName InBodyPartGroupName, float InHealthDamage, bool InIsLimitHealth, bool* OutIsBreak, bool* OutIsDamageToHealth) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyDamageHandleComponent", "HandleBodyPartGroupDamage"); Params::NoceEnemyDamageHandleComponent_HandleBodyPartGroupDamage Parms{}; Parms.InBodyPartGroupName = InBodyPartGroupName; Parms.InHealthDamage = InHealthDamage; Parms.InIsLimitHealth = InIsLimitHealth; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutIsBreak != nullptr) *OutIsBreak = Parms.OutIsBreak; if (OutIsDamageToHealth != nullptr) *OutIsDamageToHealth = Parms.OutIsDamageToHealth; } // Function GameNoce.NoceEnemyDamageHandleComponent.HandleDamage // (Final, Native, Public, BlueprintCallable) // Parameters: // float InHealthDamage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InWinceDamage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool InIsForceWince (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool InAttackWinceToAdditvie (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ENoceWinceType InWinceType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool InIsLimitHealth (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool InIsLimitWince (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ENoceWinceType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENoceWinceType UNoceEnemyDamageHandleComponent::HandleDamage(float InHealthDamage, float InWinceDamage, bool InIsForceWince, bool InAttackWinceToAdditvie, ENoceWinceType InWinceType, bool InIsLimitHealth, bool InIsLimitWince) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyDamageHandleComponent", "HandleDamage"); Params::NoceEnemyDamageHandleComponent_HandleDamage Parms{}; Parms.InHealthDamage = InHealthDamage; Parms.InWinceDamage = InWinceDamage; Parms.InIsForceWince = InIsForceWince; Parms.InAttackWinceToAdditvie = InAttackWinceToAdditvie; Parms.InWinceType = InWinceType; Parms.InIsLimitHealth = InIsLimitHealth; Parms.InIsLimitWince = InIsLimitWince; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnemyGroupSpawnComponent.GetCurrentGroupTime // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // ENoceActionLevel InLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNoceEnemyGroupSpawnComponent::GetCurrentGroupTime(ENoceActionLevel InLevel) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyGroupSpawnComponent", "GetCurrentGroupTime"); Params::NoceEnemyGroupSpawnComponent_GetCurrentGroupTime Parms{}; Parms.InLevel = InLevel; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnemyGroupSpawnComponent.HandleUnhideSpawnedEnemy // (Final, Native, Public, BlueprintCallable) // Parameters: // class ANoceEnemyCharacter* Char (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float Time (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceEnemyGroupSpawnComponent::HandleUnhideSpawnedEnemy(class ANoceEnemyCharacter* Char, float Time) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyGroupSpawnComponent", "HandleUnhideSpawnedEnemy"); Params::NoceEnemyGroupSpawnComponent_HandleUnhideSpawnedEnemy Parms{}; Parms.Char = Char; Parms.Time = Time; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnemyGroupSpawnComponent.OnGameProgressChanged // (Event, Protected, BlueprintEvent) // Parameters: // const struct FGameplayTag& NewTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceEnemyGroupSpawnComponent::OnGameProgressChanged(const struct FGameplayTag& NewTag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyGroupSpawnComponent", "OnGameProgressChanged"); Params::NoceEnemyGroupSpawnComponent_OnGameProgressChanged Parms{}; Parms.NewTag = std::move(NewTag); UObject::ProcessEvent(Func, &Parms); } // Function GameNoce.NoceEnemyGroupSpawnComponent.UpdateSpawnedEnemies // (Final, Native, Protected, BlueprintCallable) void UNoceEnemyGroupSpawnComponent::UpdateSpawnedEnemies() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyGroupSpawnComponent", "UpdateSpawnedEnemies"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerChargeComponent.HandleOnPossessed // (Final, Native, Protected) // Parameters: // bool InPossessed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerChargeComponent::HandleOnPossessed(bool InPossessed) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerChargeComponent", "HandleOnPossessed"); Params::NocePlayerChargeComponent_HandleOnPossessed Parms{}; Parms.InPossessed = InPossessed; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerChargeComponent.RemoveAttackMultiplier // (Final, Native, Public, BlueprintCallable) void UNocePlayerChargeComponent::RemoveAttackMultiplier() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerChargeComponent", "RemoveAttackMultiplier"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerChargeComponent.RemoveChargeBuff // (Final, Native, Public, BlueprintCallable) void UNocePlayerChargeComponent::RemoveChargeBuff() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerChargeComponent", "RemoveChargeBuff"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerChargeComponent.RemoveWinceMultiplier // (Final, Native, Public, BlueprintCallable) void UNocePlayerChargeComponent::RemoveWinceMultiplier() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerChargeComponent", "RemoveWinceMultiplier"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerChargeComponent.SetAttackMultiplier // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName InComboName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InChargeTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerChargeComponent::SetAttackMultiplier(class FName InComboName, float InChargeTime) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerChargeComponent", "SetAttackMultiplier"); Params::NocePlayerChargeComponent_SetAttackMultiplier Parms{}; Parms.InComboName = InComboName; Parms.InChargeTime = InChargeTime; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerChargeComponent.SetWinceMultiplier // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName InComboName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InChargeTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerChargeComponent::SetWinceMultiplier(class FName InComboName, float InChargeTime) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerChargeComponent", "SetWinceMultiplier"); Params::NocePlayerChargeComponent_SetWinceMultiplier Parms{}; Parms.InComboName = InComboName; Parms.InChargeTime = InChargeTime; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerChargeComponent.StartCharge // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName InComboName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName InInputAction (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerChargeComponent::StartCharge(class FName InComboName, class FName InInputAction) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerChargeComponent", "StartCharge"); Params::NocePlayerChargeComponent_StartCharge Parms{}; Parms.InComboName = InComboName; Parms.InInputAction = InInputAction; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerChargeComponent.StopCharge // (Final, Native, Public, BlueprintCallable) void UNocePlayerChargeComponent::StopCharge() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerChargeComponent", "StopCharge"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnemyGroupSpawner.OnGameProgressChanged // (Event, Protected, BlueprintEvent) // Parameters: // const struct FGameplayTag& NewTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceEnemyGroupSpawner::OnGameProgressChanged(const struct FGameplayTag& NewTag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyGroupSpawner", "OnGameProgressChanged"); Params::NoceEnemyGroupSpawner_OnGameProgressChanged Parms{}; Parms.NewTag = std::move(NewTag); UObject::ProcessEvent(Func, &Parms); } // Function GameNoce.NoceTabWidget.GetListSlots // (Native, Event, Protected, BlueprintEvent) // Parameters: // TArray ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, ContainsInstancedReference, NativeAccessSpecifierPublic) TArray UNoceTabWidget::GetListSlots() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTabWidget", "GetListSlots"); Params::NoceTabWidget_GetListSlots Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceTabWidget.InitializeTab // (Native, Event, Public, BlueprintCallable, BlueprintEvent) void UNoceTabWidget::InitializeTab() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTabWidget", "InitializeTab"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceMapTabWidget.InitTabs // (Final, Native, Public, BlueprintCallable) // Parameters: // const TArray& TabNames (Parm, ZeroConstructor, NativeAccessSpecifierPublic) void UNoceMapTabWidget::InitTabs(const TArray& TabNames) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceMapTabWidget", "InitTabs"); Params::NoceMapTabWidget_InitTabs Parms{}; Parms.TabNames = std::move(TabNames); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceMapTabWidget.Show // (Final, Native, Public, BlueprintCallable) void UNoceMapTabWidget::Show() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceMapTabWidget", "Show"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnemyPhysicsAssetSwapComp.ChangePhysicsAsset // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InShrink (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceEnemyPhysicsAssetSwapComp::ChangePhysicsAsset(bool InShrink) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyPhysicsAssetSwapComp", "ChangePhysicsAsset"); Params::NoceEnemyPhysicsAssetSwapComp_ChangePhysicsAsset Parms{}; Parms.InShrink = InShrink; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnemyPhysicsAssetSwapComp.InitializeDefaultAssetData // (Final, Native, Public, BlueprintCallable) void UNoceEnemyPhysicsAssetSwapComp::InitializeDefaultAssetData() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyPhysicsAssetSwapComp", "InitializeDefaultAssetData"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnemyPhysicsAssetSwapComp.OnPossessedPawnChanged // (Final, Native, Protected) // Parameters: // class APawn* InOldPawn (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class APawn* InNewPawn (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceEnemyPhysicsAssetSwapComp::OnPossessedPawnChanged(class APawn* InOldPawn, class APawn* InNewPawn) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyPhysicsAssetSwapComp", "OnPossessedPawnChanged"); Params::NoceEnemyPhysicsAssetSwapComp_OnPossessedPawnChanged Parms{}; Parms.InOldPawn = InOldPawn; Parms.InNewPawn = InNewPawn; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnemyPhysicsAssetSwapComp.OnUseCapsuleShrink // (Final, Native, Protected) // Parameters: // bool InUse (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceEnemyPhysicsAssetSwapComp::OnUseCapsuleShrink(bool InUse) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnemyPhysicsAssetSwapComp", "OnUseCapsuleShrink"); Params::NoceEnemyPhysicsAssetSwapComp_OnUseCapsuleShrink Parms{}; Parms.InUse = InUse; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLockOnTargetComponent.CanPlayerLockOnTarget // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceLockOnTargetComponent::CanPlayerLockOnTarget() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLockOnTargetComponent", "CanPlayerLockOnTarget"); Params::NoceLockOnTargetComponent_CanPlayerLockOnTarget Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLockOnTargetComponent.GetCanLockOnTarget // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceLockOnTargetComponent::GetCanLockOnTarget() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLockOnTargetComponent", "GetCanLockOnTarget"); Params::NoceLockOnTargetComponent_GetCanLockOnTarget Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLockOnTargetComponent.GetLockOnTargetActor // (Final, Native, Public, BlueprintCallable) // Parameters: // class AActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AActor* UNoceLockOnTargetComponent::GetLockOnTargetActor() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLockOnTargetComponent", "GetLockOnTargetActor"); Params::NoceLockOnTargetComponent_GetLockOnTargetActor Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLockOnTargetComponent.HandleInputAction // (Final, Native, Protected) // Parameters: // ENoceInputAction InInputAction (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool InPressed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceLockOnTargetComponent::HandleInputAction(ENoceInputAction InInputAction, bool InPressed) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLockOnTargetComponent", "HandleInputAction"); Params::NoceLockOnTargetComponent_HandleInputAction Parms{}; Parms.InInputAction = InInputAction; Parms.InPressed = InPressed; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLockOnTargetComponent.HandleInputAxis // (Final, Native, Protected) // Parameters: // ENoceInputAxis InInputAxis (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceLockOnTargetComponent::HandleInputAxis(ENoceInputAxis InInputAxis, float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLockOnTargetComponent", "HandleInputAxis"); Params::NoceLockOnTargetComponent_HandleInputAxis Parms{}; Parms.InInputAxis = InInputAxis; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLockOnTargetComponent.HandleOnPossessed // (Final, Native, Protected) // Parameters: // bool InPossessed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceLockOnTargetComponent::HandleOnPossessed(bool InPossessed) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLockOnTargetComponent", "HandleOnPossessed"); Params::NoceLockOnTargetComponent_HandleOnPossessed Parms{}; Parms.InPossessed = InPossessed; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLockOnTargetComponent.IsLockingOnTarget // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceLockOnTargetComponent::IsLockingOnTarget() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLockOnTargetComponent", "IsLockingOnTarget"); Params::NoceLockOnTargetComponent_IsLockingOnTarget Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLockOnTargetComponent.OnDelayFadeOutTimerUp // (Final, Native, Protected) void UNoceLockOnTargetComponent::OnDelayFadeOutTimerUp() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLockOnTargetComponent", "OnDelayFadeOutTimerUp"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLockOnTargetComponent.OnEndLockOn // (Final, Native, Protected) void UNoceLockOnTargetComponent::OnEndLockOn() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLockOnTargetComponent", "OnEndLockOn"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLockOnTargetComponent.OnPlayerDie // (Final, Native, Protected) void UNoceLockOnTargetComponent::OnPlayerDie() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLockOnTargetComponent", "OnPlayerDie"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLockOnTargetComponent.OnPlayerEndLinked // (Final, Native, Protected) // Parameters: // class ULinkRequest* LinkRequest (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceLockOnTargetComponent::OnPlayerEndLinked(class ULinkRequest* LinkRequest) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLockOnTargetComponent", "OnPlayerEndLinked"); Params::NoceLockOnTargetComponent_OnPlayerEndLinked Parms{}; Parms.LinkRequest = LinkRequest; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLockOnTargetComponent.OnPlayerEnterEvent // (Final, Native, Protected) void UNoceLockOnTargetComponent::OnPlayerEnterEvent() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLockOnTargetComponent", "OnPlayerEnterEvent"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLockOnTargetComponent.OnPlayerFSMInteractTagChanged // (Final, Native, Protected) // Parameters: // const struct FGameplayTag& Tag (ConstParm, Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 NewCount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceLockOnTargetComponent::OnPlayerFSMInteractTagChanged(const struct FGameplayTag& Tag, int32 NewCount) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLockOnTargetComponent", "OnPlayerFSMInteractTagChanged"); Params::NoceLockOnTargetComponent_OnPlayerFSMInteractTagChanged Parms{}; Parms.Tag = std::move(Tag); Parms.NewCount = NewCount; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLockOnTargetComponent.OnPlayerStartLinked // (Final, Native, Protected) // Parameters: // class ULinkRequest* LinkRequest (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceLockOnTargetComponent::OnPlayerStartLinked(class ULinkRequest* LinkRequest) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLockOnTargetComponent", "OnPlayerStartLinked"); Params::NoceLockOnTargetComponent_OnPlayerStartLinked Parms{}; Parms.LinkRequest = LinkRequest; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLockOnTargetComponent.OnPlayerUsingGimmick // (Final, Native, Protected) // Parameters: // bool IsUsing (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceLockOnTargetComponent::OnPlayerUsingGimmick(bool IsUsing) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLockOnTargetComponent", "OnPlayerUsingGimmick"); Params::NoceLockOnTargetComponent_OnPlayerUsingGimmick Parms{}; Parms.IsUsing = IsUsing; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLockOnTargetComponent.OnStartLockOn // (Final, Native, Protected) void UNoceLockOnTargetComponent::OnStartLockOn() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLockOnTargetComponent", "OnStartLockOn"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLockOnTargetComponent.OnTargetChangeDelegate // (Final, Native, Protected) // Parameters: // class AActor* NewTarget (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EATPCChangeTargetReason ChangeTargetReason (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceLockOnTargetComponent::OnTargetChangeDelegate(class AActor* NewTarget, EATPCChangeTargetReason ChangeTargetReason) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLockOnTargetComponent", "OnTargetChangeDelegate"); Params::NoceLockOnTargetComponent_OnTargetChangeDelegate Parms{}; Parms.NewTarget = NewTarget; Parms.ChangeTargetReason = ChangeTargetReason; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLockOnTargetComponent.RegisterOnPossessed // (Final, Native, Protected) void UNoceLockOnTargetComponent::RegisterOnPossessed() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLockOnTargetComponent", "RegisterOnPossessed"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLockOnTargetComponent.SetCanLockOnTarget // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceLockOnTargetComponent::SetCanLockOnTarget(bool InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLockOnTargetComponent", "SetCanLockOnTarget"); Params::NoceLockOnTargetComponent_SetCanLockOnTarget Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLockOnTargetComponent.UnlockCurrentLockTarget // (Final, Native, Public, BlueprintCallable) void UNoceLockOnTargetComponent::UnlockCurrentLockTarget() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLockOnTargetComponent", "UnlockCurrentLockTarget"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLockOnTargetComponent.UnlockLockTarget // (Final, Native, Public, BlueprintCallable) // Parameters: // class UATPCLockOnTargetLocationComponent*InLockTarget (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceLockOnTargetComponent::UnlockLockTarget(class UATPCLockOnTargetLocationComponent* InLockTarget) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLockOnTargetComponent", "UnlockLockTarget"); Params::NoceLockOnTargetComponent_UnlockLockTarget Parms{}; Parms.InLockTarget = InLockTarget; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerInputHelperComponent.HandleOnPossessed // (Final, Native, Protected) // Parameters: // bool InPossessed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerInputHelperComponent::HandleOnPossessed(bool InPossessed) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInputHelperComponent", "HandleOnPossessed"); Params::NocePlayerInputHelperComponent_HandleOnPossessed Parms{}; Parms.InPossessed = InPossessed; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerInputHelperComponent.IsInputActionValid // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // class FName InInputAction (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePlayerInputHelperComponent::IsInputActionValid(class FName InInputAction) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInputHelperComponent", "IsInputActionValid"); Params::NocePlayerInputHelperComponent_IsInputActionValid Parms{}; Parms.InInputAction = InInputAction; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerInputHelperComponent.OnFocusDisableStateTagChanged // (Final, Native, Protected) // Parameters: // const struct FGameplayTag& InTag (ConstParm, Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 InNewCount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerInputHelperComponent::OnFocusDisableStateTagChanged(const struct FGameplayTag& InTag, int32 InNewCount) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInputHelperComponent", "OnFocusDisableStateTagChanged"); Params::NocePlayerInputHelperComponent_OnFocusDisableStateTagChanged Parms{}; Parms.InTag = std::move(InTag); Parms.InNewCount = InNewCount; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerInputHelperComponent.OnFocusEnableStateTagChanged // (Final, Native, Protected) // Parameters: // const struct FGameplayTag& InTag (ConstParm, Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 InNewCount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerInputHelperComponent::OnFocusEnableStateTagChanged(const struct FGameplayTag& InTag, int32 InNewCount) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInputHelperComponent", "OnFocusEnableStateTagChanged"); Params::NocePlayerInputHelperComponent_OnFocusEnableStateTagChanged Parms{}; Parms.InTag = std::move(InTag); Parms.InNewCount = InNewCount; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerInputHelperComponent.OnFocusPauseStateTagChanged // (Final, Native, Protected) // Parameters: // const struct FGameplayTag& InTag (ConstParm, Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 InNewCount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerInputHelperComponent::OnFocusPauseStateTagChanged(const struct FGameplayTag& InTag, int32 InNewCount) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInputHelperComponent", "OnFocusPauseStateTagChanged"); Params::NocePlayerInputHelperComponent_OnFocusPauseStateTagChanged Parms{}; Parms.InTag = std::move(InTag); Parms.InNewCount = InNewCount; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerInputHelperComponent.OnInputModeChanged // (Final, Native, Protected) void UNocePlayerInputHelperComponent::OnInputModeChanged() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInputHelperComponent", "OnInputModeChanged"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerInputHelperComponent.OnPlayerUsingGimmick // (Final, Native, Protected) // Parameters: // bool InIsUsing (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerInputHelperComponent::OnPlayerUsingGimmick(bool InIsUsing) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInputHelperComponent", "OnPlayerUsingGimmick"); Params::NocePlayerInputHelperComponent_OnPlayerUsingGimmick Parms{}; Parms.InIsUsing = InIsUsing; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerInputHelperComponent.OnShortcutItemEnableStateTagChanged // (Final, Native, Protected) // Parameters: // const struct FGameplayTag& InTag (ConstParm, Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 InNewCount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerInputHelperComponent::OnShortcutItemEnableStateTagChanged(const struct FGameplayTag& InTag, int32 InNewCount) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInputHelperComponent", "OnShortcutItemEnableStateTagChanged"); Params::NocePlayerInputHelperComponent_OnShortcutItemEnableStateTagChanged Parms{}; Parms.InTag = std::move(InTag); Parms.InNewCount = InNewCount; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerInputHelperComponent.OnShortcutTagChanged // (Final, Native, Protected) // Parameters: // const struct FGameplayTag& InTag (ConstParm, Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 InNewCount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerInputHelperComponent::OnShortcutTagChanged(const struct FGameplayTag& InTag, int32 InNewCount) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInputHelperComponent", "OnShortcutTagChanged"); Params::NocePlayerInputHelperComponent_OnShortcutTagChanged Parms{}; Parms.InTag = std::move(InTag); Parms.InNewCount = InNewCount; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerInputHelperComponent.OnUISubsystemWidgetStackSizeChanged // (Final, Native, Protected) // Parameters: // int32 InSize (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerInputHelperComponent::OnUISubsystemWidgetStackSizeChanged(int32 InSize) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInputHelperComponent", "OnUISubsystemWidgetStackSizeChanged"); Params::NocePlayerInputHelperComponent_OnUISubsystemWidgetStackSizeChanged Parms{}; Parms.InSize = InSize; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerInputHelperComponent.OnUpperBodyMotionTagChanged // (Final, Native, Protected) // Parameters: // const struct FGameplayTag& InTag (ConstParm, Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 InNewCount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerInputHelperComponent::OnUpperBodyMotionTagChanged(const struct FGameplayTag& InTag, int32 InNewCount) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInputHelperComponent", "OnUpperBodyMotionTagChanged"); Params::NocePlayerInputHelperComponent_OnUpperBodyMotionTagChanged Parms{}; Parms.InTag = std::move(InTag); Parms.InNewCount = InNewCount; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerInputHelperComponent.RegisterOnPossessed // (Final, Native, Protected) void UNocePlayerInputHelperComponent::RegisterOnPossessed() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInputHelperComponent", "RegisterOnPossessed"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerInputHelperComponent.StopSprintWhenInputExtraSprintReleased // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePlayerInputHelperComponent::StopSprintWhenInputExtraSprintReleased() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInputHelperComponent", "StopSprintWhenInputExtraSprintReleased"); Params::NocePlayerInputHelperComponent_StopSprintWhenInputExtraSprintReleased Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceMeshDissolveComponent.OnDie // (Final, Native, Protected) void UNoceMeshDissolveComponent::OnDie() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceMeshDissolveComponent", "OnDie"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerLookAtTargetComponent.GetIsEnable // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePlayerLookAtTargetComponent::GetIsEnable() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerLookAtTargetComponent", "GetIsEnable"); Params::NocePlayerLookAtTargetComponent_GetIsEnable Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerLookAtTargetComponent.GetOnlyUseForMotionWarp // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePlayerLookAtTargetComponent::GetOnlyUseForMotionWarp() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerLookAtTargetComponent", "GetOnlyUseForMotionWarp"); Params::NocePlayerLookAtTargetComponent_GetOnlyUseForMotionWarp Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerLookAtTargetComponent.GetSkipAutoAimMeshCheck // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePlayerLookAtTargetComponent::GetSkipAutoAimMeshCheck() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerLookAtTargetComponent", "GetSkipAutoAimMeshCheck"); Params::NocePlayerLookAtTargetComponent_GetSkipAutoAimMeshCheck Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerLookAtTargetComponent.HandleEnemyFakeDead // (Final, Native, Protected) void UNocePlayerLookAtTargetComponent::HandleEnemyFakeDead() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerLookAtTargetComponent", "HandleEnemyFakeDead"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerLookAtTargetComponent.HandleEnemyOnDie // (Final, Native, Protected) void UNocePlayerLookAtTargetComponent::HandleEnemyOnDie() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerLookAtTargetComponent", "HandleEnemyOnDie"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerLookAtTargetComponent.HandleEnemyRevive // (Final, Native, Protected) void UNocePlayerLookAtTargetComponent::HandleEnemyRevive() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerLookAtTargetComponent", "HandleEnemyRevive"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerLookAtTargetComponent.HandleEnemyShowHide // (Final, Native, Protected) // Parameters: // bool InShow (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerLookAtTargetComponent::HandleEnemyShowHide(bool InShow) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerLookAtTargetComponent", "HandleEnemyShowHide"); Params::NocePlayerLookAtTargetComponent_HandleEnemyShowHide Parms{}; Parms.InShow = InShow; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerLookAtTargetComponent.HandleInteractEnableChanged // (Final, Native, Protected) // Parameters: // bool InEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerLookAtTargetComponent::HandleInteractEnableChanged(bool InEnable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerLookAtTargetComponent", "HandleInteractEnableChanged"); Params::NocePlayerLookAtTargetComponent_HandleInteractEnableChanged Parms{}; Parms.InEnable = InEnable; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerLookAtTargetComponent.SetEnable // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerLookAtTargetComponent::SetEnable(bool InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerLookAtTargetComponent", "SetEnable"); Params::NocePlayerLookAtTargetComponent_SetEnable Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceMapIconWidget.GetWorldPos // (Final, Native, Public, HasDefaults, BlueprintCallable) // Parameters: // struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) struct FVector UNoceMapIconWidget::GetWorldPos() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceMapIconWidget", "GetWorldPos"); Params::NoceMapIconWidget_GetWorldPos Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceMapIconWidget.OnFadeInCompleted // (Native, Event, Protected, BlueprintCallable, BlueprintEvent) void UNoceMapIconWidget::OnFadeInCompleted() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceMapIconWidget", "OnFadeInCompleted"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceMapIconWidget.UpdateRotation // (Final, Native, Public, BlueprintCallable) // Parameters: // float InvMapYaw (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceMapIconWidget::UpdateRotation(float InvMapYaw) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceMapIconWidget", "UpdateRotation"); Params::NoceMapIconWidget_UpdateRotation Parms{}; Parms.InvMapYaw = InvMapYaw; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceMapIconWidget.UpdateScale // (Final, Native, Public, BlueprintCallable) // Parameters: // float MapScale (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float IconScale (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceMapIconWidget::UpdateScale(float MapScale, float IconScale) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceMapIconWidget", "UpdateScale"); Params::NoceMapIconWidget_UpdateScale Parms{}; Parms.MapScale = MapScale; Parms.IconScale = IconScale; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceMapIconWidget.UpdateVisibility // (Final, Native, Public, BlueprintCallable) // Parameters: // bool IsInView (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceMapIconWidget::UpdateVisibility(bool IsInView) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceMapIconWidget", "UpdateVisibility"); Params::NoceMapIconWidget_UpdateVisibility Parms{}; Parms.IsInView = IsInView; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceUICommonMessageSubsystem.AddRestriction // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName Reason (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceUICommonMessageSubsystem::AddRestriction(class FName Reason) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceUICommonMessageSubsystem", "AddRestriction"); Params::NoceUICommonMessageSubsystem_AddRestriction Parms{}; Parms.Reason = Reason; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceUICommonMessageSubsystem.HideMessage // (Final, Native, Public, BlueprintCallable) // Parameters: // ENoceUICommonMessageType InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceUICommonMessageSubsystem::HideMessage(ENoceUICommonMessageType InType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceUICommonMessageSubsystem", "HideMessage"); Params::NoceUICommonMessageSubsystem_HideMessage Parms{}; Parms.InType = InType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceUICommonMessageSubsystem.OnConnectionChanged // (Final, Native, Protected) // Parameters: // bool IsConnected (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 UserId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ENoceInputDeviceType DeviceType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceUICommonMessageSubsystem::OnConnectionChanged(bool IsConnected, int32 UserId, ENoceInputDeviceType DeviceType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceUICommonMessageSubsystem", "OnConnectionChanged"); Params::NoceUICommonMessageSubsystem_OnConnectionChanged Parms{}; Parms.IsConnected = IsConnected; Parms.UserId = UserId; Parms.DeviceType = DeviceType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceUICommonMessageSubsystem.OnPlayerControllerEndPlay // (Final, Native, Protected) // Parameters: // class AActor* Player (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EEndPlayReason EndPlayReason (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceUICommonMessageSubsystem::OnPlayerControllerEndPlay(class AActor* Player, EEndPlayReason EndPlayReason) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceUICommonMessageSubsystem", "OnPlayerControllerEndPlay"); Params::NoceUICommonMessageSubsystem_OnPlayerControllerEndPlay Parms{}; Parms.Player = Player; Parms.EndPlayReason = EndPlayReason; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceUICommonMessageSubsystem.RemoveRestriction // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName Reason (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceUICommonMessageSubsystem::RemoveRestriction(class FName Reason) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceUICommonMessageSubsystem", "RemoveRestriction"); Params::NoceUICommonMessageSubsystem_RemoveRestriction Parms{}; Parms.Reason = Reason; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceUICommonMessageSubsystem.ShowMessage // (Final, Native, Public, BlueprintCallable) // Parameters: // ENoceUICommonMessageType InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceUICommonMessageSubsystem::ShowMessage(ENoceUICommonMessageType InType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceUICommonMessageSubsystem", "ShowMessage"); Params::NoceUICommonMessageSubsystem_ShowMessage Parms{}; Parms.InType = InType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceNewGameWidget.ShowNewGame // (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // bool InIsPlus (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceNewGameWidget::ShowNewGame(bool InIsPlus, bool* NoUse) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceNewGameWidget", "ShowNewGame"); Params::NoceNewGameWidget_ShowNewGame Parms{}; Parms.InIsPlus = InIsPlus; UObject::ProcessEvent(Func, &Parms); if (NoUse != nullptr) *NoUse = Parms.NoUse; } // Function GameNoce.NoceEnvironmentSubsystem.AddHeightFogSetting // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName RowName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FNoceExpFogSetting& InData (Parm, NativeAccessSpecifierPublic) void UNoceEnvironmentSubsystem::AddHeightFogSetting(class FName RowName, const struct FNoceExpFogSetting& InData) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnvironmentSubsystem", "AddHeightFogSetting"); Params::NoceEnvironmentSubsystem_AddHeightFogSetting Parms{}; Parms.RowName = RowName; Parms.InData = std::move(InData); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnvironmentSubsystem.AddSkyLightSetting // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName RowName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FNoceSkyLightSetting& InData (Parm, NativeAccessSpecifierPublic) void UNoceEnvironmentSubsystem::AddSkyLightSetting(class FName RowName, const struct FNoceSkyLightSetting& InData) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnvironmentSubsystem", "AddSkyLightSetting"); Params::NoceEnvironmentSubsystem_AddSkyLightSetting Parms{}; Parms.RowName = RowName; Parms.InData = std::move(InData); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnvironmentSubsystem.AddSpotLightSetting // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName RowName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FNoceSpotLightSetting& InData (Parm, NativeAccessSpecifierPublic) void UNoceEnvironmentSubsystem::AddSpotLightSetting(class FName RowName, const struct FNoceSpotLightSetting& InData) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnvironmentSubsystem", "AddSpotLightSetting"); Params::NoceEnvironmentSubsystem_AddSpotLightSetting Parms{}; Parms.RowName = RowName; Parms.InData = std::move(InData); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnvironmentSubsystem.AddVolumeFogSetting // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName RowName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FNoceVolumetricFogSetting& InData (Parm, NativeAccessSpecifierPublic) void UNoceEnvironmentSubsystem::AddVolumeFogSetting(class FName RowName, const struct FNoceVolumetricFogSetting& InData) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnvironmentSubsystem", "AddVolumeFogSetting"); Params::NoceEnvironmentSubsystem_AddVolumeFogSetting Parms{}; Parms.RowName = RowName; Parms.InData = std::move(InData); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnvironmentSubsystem.ClearAllOnewayLightControl // (Final, Native, Public, BlueprintCallable) void UNoceEnvironmentSubsystem::ClearAllOnewayLightControl() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnvironmentSubsystem", "ClearAllOnewayLightControl"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnvironmentSubsystem.DebugRequestDarkness // (Final, Native, Public, BlueprintCallable) // Parameters: // bool Enable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName InRowName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FNoceDarknessSetting& InData (Parm, NativeAccessSpecifierPublic) void UNoceEnvironmentSubsystem::DebugRequestDarkness(bool Enable, class FName InRowName, const struct FNoceDarknessSetting& InData) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnvironmentSubsystem", "DebugRequestDarkness"); Params::NoceEnvironmentSubsystem_DebugRequestDarkness Parms{}; Parms.Enable = Enable; Parms.InRowName = InRowName; Parms.InData = std::move(InData); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnvironmentSubsystem.DebugRequestHeightFog // (Final, Native, Public, BlueprintCallable) // Parameters: // bool Enable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName RowName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FNoceExpFogSetting& InData (Parm, NativeAccessSpecifierPublic) void UNoceEnvironmentSubsystem::DebugRequestHeightFog(bool Enable, class FName RowName, const struct FNoceExpFogSetting& InData) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnvironmentSubsystem", "DebugRequestHeightFog"); Params::NoceEnvironmentSubsystem_DebugRequestHeightFog Parms{}; Parms.Enable = Enable; Parms.RowName = RowName; Parms.InData = std::move(InData); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnvironmentSubsystem.DebugRequestVolumeFog // (Final, Native, Public, BlueprintCallable) // Parameters: // bool Enable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName RowName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FNoceVolumetricFogSetting& InData (Parm, NativeAccessSpecifierPublic) void UNoceEnvironmentSubsystem::DebugRequestVolumeFog(bool Enable, class FName RowName, const struct FNoceVolumetricFogSetting& InData) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnvironmentSubsystem", "DebugRequestVolumeFog"); Params::NoceEnvironmentSubsystem_DebugRequestVolumeFog Parms{}; Parms.Enable = Enable; Parms.RowName = RowName; Parms.InData = std::move(InData); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnvironmentSubsystem.EnableLanternBlending // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceEnvironmentSubsystem::EnableLanternBlending(bool InEnable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnvironmentSubsystem", "EnableLanternBlending"); Params::NoceEnvironmentSubsystem_EnableLanternBlending Parms{}; Parms.InEnable = InEnable; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnvironmentSubsystem.EnableLanternLightUpdate // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceEnvironmentSubsystem::EnableLanternLightUpdate(bool InEnable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnvironmentSubsystem", "EnableLanternLightUpdate"); Params::NoceEnvironmentSubsystem_EnableLanternLightUpdate Parms{}; Parms.InEnable = InEnable; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnvironmentSubsystem.ForceUpdateHandlersWithTargetLocation // (Final, Native, Public, HasDefaults, BlueprintCallable) // Parameters: // bool NeedOverride (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& InTargetLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceEnvironmentSubsystem::ForceUpdateHandlersWithTargetLocation(bool NeedOverride, const struct FVector& InTargetLocation) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnvironmentSubsystem", "ForceUpdateHandlersWithTargetLocation"); Params::NoceEnvironmentSubsystem_ForceUpdateHandlersWithTargetLocation Parms{}; Parms.NeedOverride = NeedOverride; Parms.InTargetLocation = std::move(InTargetLocation); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnvironmentSubsystem.GetDirectionalLightRowName // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // class FName ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class FName UNoceEnvironmentSubsystem::GetDirectionalLightRowName() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnvironmentSubsystem", "GetDirectionalLightRowName"); Params::NoceEnvironmentSubsystem_GetDirectionalLightRowName Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnvironmentSubsystem.GetHeightFogEnemyInSightDistance // (Final, Native, Public, BlueprintCallable) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNoceEnvironmentSubsystem::GetHeightFogEnemyInSightDistance() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnvironmentSubsystem", "GetHeightFogEnemyInSightDistance"); Params::NoceEnvironmentSubsystem_GetHeightFogEnemyInSightDistance Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnvironmentSubsystem.GetHeightFogFadeDistance // (Final, Native, Public, BlueprintCallable) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNoceEnvironmentSubsystem::GetHeightFogFadeDistance() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnvironmentSubsystem", "GetHeightFogFadeDistance"); Params::NoceEnvironmentSubsystem_GetHeightFogFadeDistance Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnvironmentSubsystem.GetHeightFogRowName // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // class FName ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class FName UNoceEnvironmentSubsystem::GetHeightFogRowName() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnvironmentSubsystem", "GetHeightFogRowName"); Params::NoceEnvironmentSubsystem_GetHeightFogRowName Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnvironmentSubsystem.GetOnewayLightControlAlpha // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FString& ObjectName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNoceEnvironmentSubsystem::GetOnewayLightControlAlpha(const class FString& ObjectName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnvironmentSubsystem", "GetOnewayLightControlAlpha"); Params::NoceEnvironmentSubsystem_GetOnewayLightControlAlpha Parms{}; Parms.ObjectName = std::move(ObjectName); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnvironmentSubsystem.GetSkyLightRowName // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // class FName ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class FName UNoceEnvironmentSubsystem::GetSkyLightRowName() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnvironmentSubsystem", "GetSkyLightRowName"); Params::NoceEnvironmentSubsystem_GetSkyLightRowName Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnvironmentSubsystem.GetSSFSRowName // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // class FName ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class FName UNoceEnvironmentSubsystem::GetSSFSRowName() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnvironmentSubsystem", "GetSSFSRowName"); Params::NoceEnvironmentSubsystem_GetSSFSRowName Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnvironmentSubsystem.GetVolumetricFogRowName // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // class FName ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class FName UNoceEnvironmentSubsystem::GetVolumetricFogRowName() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnvironmentSubsystem", "GetVolumetricFogRowName"); Params::NoceEnvironmentSubsystem_GetVolumetricFogRowName Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnvironmentSubsystem.GetWindAudioLevel // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UNoceEnvironmentSubsystem::GetWindAudioLevel() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnvironmentSubsystem", "GetWindAudioLevel"); Params::NoceEnvironmentSubsystem_GetWindAudioLevel Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnvironmentSubsystem.HasAnyLanternSetting // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceEnvironmentSubsystem::HasAnyLanternSetting() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnvironmentSubsystem", "HasAnyLanternSetting"); Params::NoceEnvironmentSubsystem_HasAnyLanternSetting Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnvironmentSubsystem.HasOnewayLightControlSaved // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FString& ObjectName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceEnvironmentSubsystem::HasOnewayLightControlSaved(const class FString& ObjectName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnvironmentSubsystem", "HasOnewayLightControlSaved"); Params::NoceEnvironmentSubsystem_HasOnewayLightControlSaved Parms{}; Parms.ObjectName = std::move(ObjectName); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnvironmentSubsystem.OnDarknessUpdateEvent // (Final, Native, Public, HasDefaults) // Parameters: // float InAlpha (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FLinearColor& InDarknessColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InEdgeContrast (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InEffectOffset (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceEnvironmentSubsystem::OnDarknessUpdateEvent(float InAlpha, const struct FLinearColor& InDarknessColor, float InEdgeContrast, float InEffectOffset) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnvironmentSubsystem", "OnDarknessUpdateEvent"); Params::NoceEnvironmentSubsystem_OnDarknessUpdateEvent Parms{}; Parms.InAlpha = InAlpha; Parms.InDarknessColor = std::move(InDarknessColor); Parms.InEdgeContrast = InEdgeContrast; Parms.InEffectOffset = InEffectOffset; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnvironmentSubsystem.OnHeightFogUpdateEvent // (Final, Native, Public) void UNoceEnvironmentSubsystem::OnHeightFogUpdateEvent() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnvironmentSubsystem", "OnHeightFogUpdateEvent"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnvironmentSubsystem.OnResumeFromSequence // (Final, Native, Public, BlueprintCallable) void UNoceEnvironmentSubsystem::OnResumeFromSequence() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnvironmentSubsystem", "OnResumeFromSequence"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnvironmentSubsystem.OnSpecialEnvironmentAdjustChanged // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FString& SourceName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FString& CompStr (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InPriority (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InBlendWeight (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class APostProcessVolume* InPPV (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceEnvironmentSubsystem::OnSpecialEnvironmentAdjustChanged(const class FString& SourceName, const class FString& CompStr, float InPriority, float InBlendWeight, class APostProcessVolume* InPPV) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnvironmentSubsystem", "OnSpecialEnvironmentAdjustChanged"); Params::NoceEnvironmentSubsystem_OnSpecialEnvironmentAdjustChanged Parms{}; Parms.SourceName = std::move(SourceName); Parms.CompStr = std::move(CompStr); Parms.InPriority = InPriority; Parms.InBlendWeight = InBlendWeight; Parms.InPPV = InPPV; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnvironmentSubsystem.OnWindUpdateEvent // (Final, Native, Public) // Parameters: // float InWindSpeed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 InAudioLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceEnvironmentSubsystem::OnWindUpdateEvent(float InWindSpeed, int32 InAudioLevel) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnvironmentSubsystem", "OnWindUpdateEvent"); Params::NoceEnvironmentSubsystem_OnWindUpdateEvent Parms{}; Parms.InWindSpeed = InWindSpeed; Parms.InAudioLevel = InAudioLevel; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnvironmentSubsystem.RegisterDarknessMaterial // (Final, Native, Public, BlueprintCallable) // Parameters: // class UMaterialParameterCollection* InMPC (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceEnvironmentSubsystem::RegisterDarknessMaterial(class UMaterialParameterCollection* InMPC, class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnvironmentSubsystem", "RegisterDarknessMaterial"); Params::NoceEnvironmentSubsystem_RegisterDarknessMaterial Parms{}; Parms.InMPC = InMPC; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnvironmentSubsystem.RegisterDirectionalLight // (Final, Native, Public, BlueprintCallable) // Parameters: // class UDirectionalLightComponent* InDL (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceEnvironmentSubsystem::RegisterDirectionalLight(class UDirectionalLightComponent* InDL) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnvironmentSubsystem", "RegisterDirectionalLight"); Params::NoceEnvironmentSubsystem_RegisterDirectionalLight Parms{}; Parms.InDL = InDL; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnvironmentSubsystem.RegisterEmissiveFade // (Final, Native, Public, BlueprintCallable) // Parameters: // class UMaterialInstanceDynamic* InMI (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* InActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FNoceLightFadeFullSetting& InParam (Parm, NoDestructor, NativeAccessSpecifierPublic) // bool InUseCPD (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 InEmissiveCPDIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UNoceEnvironmentSubsystem::RegisterEmissiveFade(class UMaterialInstanceDynamic* InMI, class AActor* InActor, const struct FNoceLightFadeFullSetting& InParam, bool InUseCPD, int32 InEmissiveCPDIndex) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnvironmentSubsystem", "RegisterEmissiveFade"); Params::NoceEnvironmentSubsystem_RegisterEmissiveFade Parms{}; Parms.InMI = InMI; Parms.InActor = InActor; Parms.InParam = std::move(InParam); Parms.InUseCPD = InUseCPD; Parms.InEmissiveCPDIndex = InEmissiveCPDIndex; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnvironmentSubsystem.RegisterLanternLight // (Final, Native, Public, BlueprintCallable) // Parameters: // class UPointLightComponent* InPL (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ENoceLanternLightType InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceEnvironmentSubsystem::RegisterLanternLight(class UPointLightComponent* InPL, ENoceLanternLightType InType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnvironmentSubsystem", "RegisterLanternLight"); Params::NoceEnvironmentSubsystem_RegisterLanternLight Parms{}; Parms.InPL = InPL; Parms.InType = InType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnvironmentSubsystem.RegisterLanternNiagara // (Final, Native, Public, BlueprintCallable) // Parameters: // class UNiagaraComponent* InNC (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceEnvironmentSubsystem::RegisterLanternNiagara(class UNiagaraComponent* InNC) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnvironmentSubsystem", "RegisterLanternNiagara"); Params::NoceEnvironmentSubsystem_RegisterLanternNiagara Parms{}; Parms.InNC = InNC; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnvironmentSubsystem.RegisterLightFade // (Final, Native, Public, BlueprintCallable) // Parameters: // class ULocalLightComponent* InLL (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FNoceLightFadeFullSetting& InParam (Parm, NoDestructor, NativeAccessSpecifierPublic) // bool PossibleConflict (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UNoceEnvironmentSubsystem::RegisterLightFade(class ULocalLightComponent* InLL, const struct FNoceLightFadeFullSetting& InParam, bool PossibleConflict) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnvironmentSubsystem", "RegisterLightFade"); Params::NoceEnvironmentSubsystem_RegisterLightFade Parms{}; Parms.InLL = InLL; Parms.InParam = std::move(InParam); Parms.PossibleConflict = PossibleConflict; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnvironmentSubsystem.RegisterNPCLanternLight // (Final, Native, Public, BlueprintCallable) // Parameters: // class UPointLightComponent* InPL (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceEnvironmentSubsystem::RegisterNPCLanternLight(class UPointLightComponent* InPL) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnvironmentSubsystem", "RegisterNPCLanternLight"); Params::NoceEnvironmentSubsystem_RegisterNPCLanternLight Parms{}; Parms.InPL = InPL; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnvironmentSubsystem.RegisterOnewayLightControl // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FString& ObjectName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InAlpha (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceEnvironmentSubsystem::RegisterOnewayLightControl(const class FString& ObjectName, float InAlpha) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnvironmentSubsystem", "RegisterOnewayLightControl"); Params::NoceEnvironmentSubsystem_RegisterOnewayLightControl Parms{}; Parms.ObjectName = std::move(ObjectName); Parms.InAlpha = InAlpha; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnvironmentSubsystem.RegisterSkyAtmosphere // (Final, Native, Public, BlueprintCallable) // Parameters: // class USkyAtmosphereComponent* InSL (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceEnvironmentSubsystem::RegisterSkyAtmosphere(class USkyAtmosphereComponent* InSL) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnvironmentSubsystem", "RegisterSkyAtmosphere"); Params::NoceEnvironmentSubsystem_RegisterSkyAtmosphere Parms{}; Parms.InSL = InSL; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnvironmentSubsystem.RegisterSkyDome // (Final, Native, Public, BlueprintCallable) // Parameters: // class UMaterialInstanceDynamic* InMI (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* InActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceEnvironmentSubsystem::RegisterSkyDome(class UMaterialInstanceDynamic* InMI, class AActor* InActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnvironmentSubsystem", "RegisterSkyDome"); Params::NoceEnvironmentSubsystem_RegisterSkyDome Parms{}; Parms.InMI = InMI; Parms.InActor = InActor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnvironmentSubsystem.RegisterSkyLight // (Final, Native, Public, BlueprintCallable) // Parameters: // class USkyLightComponent* InSL (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceEnvironmentSubsystem::RegisterSkyLight(class USkyLightComponent* InSL) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnvironmentSubsystem", "RegisterSkyLight"); Params::NoceEnvironmentSubsystem_RegisterSkyLight Parms{}; Parms.InSL = InSL; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnvironmentSubsystem.RegisterSweetLight // (Final, Native, Public, BlueprintCallable) // Parameters: // class USpotLightComponent* InSL (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ENoceSweetLightType InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceEnvironmentSubsystem::RegisterSweetLight(class USpotLightComponent* InSL, ENoceSweetLightType InType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnvironmentSubsystem", "RegisterSweetLight"); Params::NoceEnvironmentSubsystem_RegisterSweetLight Parms{}; Parms.InSL = InSL; Parms.InType = InType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnvironmentSubsystem.RegisterTargetFogComponent // (Final, Native, Public, BlueprintCallable) // Parameters: // class UExponentialHeightFogComponent* InComp (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceEnvironmentSubsystem::RegisterTargetFogComponent(class UExponentialHeightFogComponent* InComp) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnvironmentSubsystem", "RegisterTargetFogComponent"); Params::NoceEnvironmentSubsystem_RegisterTargetFogComponent Parms{}; Parms.InComp = InComp; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnvironmentSubsystem.RegisterVolumetricFogMaterial // (Final, Native, Public, BlueprintCallable) // Parameters: // class UStaticMeshComponent* InStaticMesh (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool IsFogTown (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceEnvironmentSubsystem::RegisterVolumetricFogMaterial(class UStaticMeshComponent* InStaticMesh, bool IsFogTown) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnvironmentSubsystem", "RegisterVolumetricFogMaterial"); Params::NoceEnvironmentSubsystem_RegisterVolumetricFogMaterial Parms{}; Parms.InStaticMesh = InStaticMesh; Parms.IsFogTown = IsFogTown; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnvironmentSubsystem.RegisterWindSource // (Final, Native, Public, BlueprintCallable) // Parameters: // class UNeoWindComponent* InWind (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceEnvironmentSubsystem::RegisterWindSource(class UNeoWindComponent* InWind) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnvironmentSubsystem", "RegisterWindSource"); Params::NoceEnvironmentSubsystem_RegisterWindSource Parms{}; Parms.InWind = InWind; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnvironmentSubsystem.SetForceUseCameraLocation // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InForce (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceEnvironmentSubsystem::SetForceUseCameraLocation(bool InForce) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnvironmentSubsystem", "SetForceUseCameraLocation"); Params::NoceEnvironmentSubsystem_SetForceUseCameraLocation Parms{}; Parms.InForce = InForce; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnvironmentSubsystem.SetLanternBlending // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName RowName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FNoceSpotLightSetting& InData (Parm, NativeAccessSpecifierPublic) // float InBlendTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceEnvironmentSubsystem::SetLanternBlending(class FName RowName, const struct FNoceSpotLightSetting& InData, float InBlendTime) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnvironmentSubsystem", "SetLanternBlending"); Params::NoceEnvironmentSubsystem_SetLanternBlending Parms{}; Parms.RowName = RowName; Parms.InData = std::move(InData); Parms.InBlendTime = InBlendTime; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnvironmentSubsystem.SetLightFadeDebugDraw // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 InIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool EnableDebugDraw (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceEnvironmentSubsystem::SetLightFadeDebugDraw(int32 InIndex, bool EnableDebugDraw) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnvironmentSubsystem", "SetLightFadeDebugDraw"); Params::NoceEnvironmentSubsystem_SetLightFadeDebugDraw Parms{}; Parms.InIndex = InIndex; Parms.EnableDebugDraw = EnableDebugDraw; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnvironmentSubsystem.SetLightFadeExtraIntensityAlpha // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 InIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InAlpha (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceEnvironmentSubsystem::SetLightFadeExtraIntensityAlpha(int32 InIndex, float InAlpha) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnvironmentSubsystem", "SetLightFadeExtraIntensityAlpha"); Params::NoceEnvironmentSubsystem_SetLightFadeExtraIntensityAlpha Parms{}; Parms.InIndex = InIndex; Parms.InAlpha = InAlpha; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnvironmentSubsystem.SetNocePPVBlendWeight // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName TagName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InBlendWeight (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceEnvironmentSubsystem::SetNocePPVBlendWeight(class FName TagName, float InBlendWeight) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnvironmentSubsystem", "SetNocePPVBlendWeight"); Params::NoceEnvironmentSubsystem_SetNocePPVBlendWeight Parms{}; Parms.TagName = TagName; Parms.InBlendWeight = InBlendWeight; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnvironmentSubsystem.SetNPCLanternExtraColorAlpha // (Final, Native, Public, BlueprintCallable) // Parameters: // float InAlpha (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceEnvironmentSubsystem::SetNPCLanternExtraColorAlpha(float InAlpha) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnvironmentSubsystem", "SetNPCLanternExtraColorAlpha"); Params::NoceEnvironmentSubsystem_SetNPCLanternExtraColorAlpha Parms{}; Parms.InAlpha = InAlpha; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnvironmentSubsystem.SetNPCLanternExtraIntensityAlpha // (Final, Native, Public, BlueprintCallable) // Parameters: // float InAlpha (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceEnvironmentSubsystem::SetNPCLanternExtraIntensityAlpha(float InAlpha) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnvironmentSubsystem", "SetNPCLanternExtraIntensityAlpha"); Params::NoceEnvironmentSubsystem_SetNPCLanternExtraIntensityAlpha Parms{}; Parms.InAlpha = InAlpha; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnvironmentSubsystem.SetPauseUpdate // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InPauseHandler (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool InPauseFade (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceEnvironmentSubsystem::SetPauseUpdate(bool InPauseHandler, bool InPauseFade) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnvironmentSubsystem", "SetPauseUpdate"); Params::NoceEnvironmentSubsystem_SetPauseUpdate Parms{}; Parms.InPauseHandler = InPauseHandler; Parms.InPauseFade = InPauseFade; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnvironmentSubsystem.SetPlayerLanternExtraIntensityAlpha // (Final, Native, Public, BlueprintCallable) // Parameters: // float InAlpha (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceEnvironmentSubsystem::SetPlayerLanternExtraIntensityAlpha(float InAlpha) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnvironmentSubsystem", "SetPlayerLanternExtraIntensityAlpha"); Params::NoceEnvironmentSubsystem_SetPlayerLanternExtraIntensityAlpha Parms{}; Parms.InAlpha = InAlpha; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnvironmentSubsystem.SetSweetLightExtraIntensityAlpha // (Final, Native, Public, BlueprintCallable) // Parameters: // float InAlpha (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceEnvironmentSubsystem::SetSweetLightExtraIntensityAlpha(float InAlpha) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnvironmentSubsystem", "SetSweetLightExtraIntensityAlpha"); Params::NoceEnvironmentSubsystem_SetSweetLightExtraIntensityAlpha Parms{}; Parms.InAlpha = InAlpha; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnvironmentSubsystem.UnregisterDarknessMaterial // (Final, Native, Public, BlueprintCallable) // Parameters: // class UMaterialParameterCollection* InMPC (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceEnvironmentSubsystem::UnregisterDarknessMaterial(class UMaterialParameterCollection* InMPC) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnvironmentSubsystem", "UnregisterDarknessMaterial"); Params::NoceEnvironmentSubsystem_UnregisterDarknessMaterial Parms{}; Parms.InMPC = InMPC; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnvironmentSubsystem.UnregisterDirectionalLight // (Final, Native, Public, BlueprintCallable) // Parameters: // class UDirectionalLightComponent* InDL (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceEnvironmentSubsystem::UnregisterDirectionalLight(class UDirectionalLightComponent* InDL) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnvironmentSubsystem", "UnregisterDirectionalLight"); Params::NoceEnvironmentSubsystem_UnregisterDirectionalLight Parms{}; Parms.InDL = InDL; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnvironmentSubsystem.UnregisterEmissiveFade // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 InIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceEnvironmentSubsystem::UnregisterEmissiveFade(int32 InIndex) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnvironmentSubsystem", "UnregisterEmissiveFade"); Params::NoceEnvironmentSubsystem_UnregisterEmissiveFade Parms{}; Parms.InIndex = InIndex; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnvironmentSubsystem.UnregisterLanternLight // (Final, Native, Public, BlueprintCallable) // Parameters: // class UPointLightComponent* InPL (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ENoceLanternLightType InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceEnvironmentSubsystem::UnregisterLanternLight(class UPointLightComponent* InPL, ENoceLanternLightType InType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnvironmentSubsystem", "UnregisterLanternLight"); Params::NoceEnvironmentSubsystem_UnregisterLanternLight Parms{}; Parms.InPL = InPL; Parms.InType = InType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnvironmentSubsystem.UnregisterLanternNiagara // (Final, Native, Public, BlueprintCallable) // Parameters: // class UNiagaraComponent* InNC (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceEnvironmentSubsystem::UnregisterLanternNiagara(class UNiagaraComponent* InNC) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnvironmentSubsystem", "UnregisterLanternNiagara"); Params::NoceEnvironmentSubsystem_UnregisterLanternNiagara Parms{}; Parms.InNC = InNC; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnvironmentSubsystem.UnregisterLightFade // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 InIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceEnvironmentSubsystem::UnregisterLightFade(int32 InIndex) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnvironmentSubsystem", "UnregisterLightFade"); Params::NoceEnvironmentSubsystem_UnregisterLightFade Parms{}; Parms.InIndex = InIndex; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnvironmentSubsystem.UnregisterNPCLanternLight // (Final, Native, Public, BlueprintCallable) // Parameters: // class UPointLightComponent* InPL (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceEnvironmentSubsystem::UnregisterNPCLanternLight(class UPointLightComponent* InPL) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnvironmentSubsystem", "UnregisterNPCLanternLight"); Params::NoceEnvironmentSubsystem_UnregisterNPCLanternLight Parms{}; Parms.InPL = InPL; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnvironmentSubsystem.UnregisterSkyAtmosphere // (Final, Native, Public, BlueprintCallable) // Parameters: // class USkyAtmosphereComponent* InSL (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceEnvironmentSubsystem::UnregisterSkyAtmosphere(class USkyAtmosphereComponent* InSL) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnvironmentSubsystem", "UnregisterSkyAtmosphere"); Params::NoceEnvironmentSubsystem_UnregisterSkyAtmosphere Parms{}; Parms.InSL = InSL; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnvironmentSubsystem.UnregisterSkyDome // (Final, Native, Public, BlueprintCallable) // Parameters: // class UMaterialInstanceDynamic* InMI (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* InActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceEnvironmentSubsystem::UnregisterSkyDome(class UMaterialInstanceDynamic* InMI, class AActor* InActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnvironmentSubsystem", "UnregisterSkyDome"); Params::NoceEnvironmentSubsystem_UnregisterSkyDome Parms{}; Parms.InMI = InMI; Parms.InActor = InActor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnvironmentSubsystem.UnregisterSkyLight // (Final, Native, Public, BlueprintCallable) // Parameters: // class USkyLightComponent* InSL (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceEnvironmentSubsystem::UnregisterSkyLight(class USkyLightComponent* InSL) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnvironmentSubsystem", "UnregisterSkyLight"); Params::NoceEnvironmentSubsystem_UnregisterSkyLight Parms{}; Parms.InSL = InSL; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnvironmentSubsystem.UnregisterSweetLight // (Final, Native, Public, BlueprintCallable) // Parameters: // class USpotLightComponent* InSL (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ENoceSweetLightType InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceEnvironmentSubsystem::UnregisterSweetLight(class USpotLightComponent* InSL, ENoceSweetLightType InType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnvironmentSubsystem", "UnregisterSweetLight"); Params::NoceEnvironmentSubsystem_UnregisterSweetLight Parms{}; Parms.InSL = InSL; Parms.InType = InType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnvironmentSubsystem.UnregisterTargetFogComponent // (Final, Native, Public, BlueprintCallable) // Parameters: // class UExponentialHeightFogComponent* InComp (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceEnvironmentSubsystem::UnregisterTargetFogComponent(class UExponentialHeightFogComponent* InComp) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnvironmentSubsystem", "UnregisterTargetFogComponent"); Params::NoceEnvironmentSubsystem_UnregisterTargetFogComponent Parms{}; Parms.InComp = InComp; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnvironmentSubsystem.UnregisterVolumetricFogMaterial // (Final, Native, Public, BlueprintCallable) // Parameters: // class UStaticMeshComponent* InStaticMesh (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceEnvironmentSubsystem::UnregisterVolumetricFogMaterial(class UStaticMeshComponent* InStaticMesh) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnvironmentSubsystem", "UnregisterVolumetricFogMaterial"); Params::NoceEnvironmentSubsystem_UnregisterVolumetricFogMaterial Parms{}; Parms.InStaticMesh = InStaticMesh; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnvironmentSubsystem.UnregisterWindSource // (Final, Native, Public, BlueprintCallable) // Parameters: // class UNeoWindComponent* InWind (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceEnvironmentSubsystem::UnregisterWindSource(class UNeoWindComponent* InWind) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnvironmentSubsystem", "UnregisterWindSource"); Params::NoceEnvironmentSubsystem_UnregisterWindSource Parms{}; Parms.InWind = InWind; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnvironmentSubsystem.UpdateHeightFogWeight // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName RowName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InPriority (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FString& PPVName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InWeight (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceEnvironmentSubsystem::UpdateHeightFogWeight(class FName RowName, float InPriority, const class FString& PPVName, float InWeight) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnvironmentSubsystem", "UpdateHeightFogWeight"); Params::NoceEnvironmentSubsystem_UpdateHeightFogWeight Parms{}; Parms.RowName = RowName; Parms.InPriority = InPriority; Parms.PPVName = std::move(PPVName); Parms.InWeight = InWeight; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnvironmentSubsystem.UpdateSkyLightWeight // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName RowName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InPriority (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FString& PPVName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InWeight (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceEnvironmentSubsystem::UpdateSkyLightWeight(class FName RowName, float InPriority, const class FString& PPVName, float InWeight) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnvironmentSubsystem", "UpdateSkyLightWeight"); Params::NoceEnvironmentSubsystem_UpdateSkyLightWeight Parms{}; Parms.RowName = RowName; Parms.InPriority = InPriority; Parms.PPVName = std::move(PPVName); Parms.InWeight = InWeight; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnvironmentSubsystem.UpdateSweetLightWeight // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName RowName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InPriority (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ENoceSweetLightType InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FString& PPVName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InWeight (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceEnvironmentSubsystem::UpdateSweetLightWeight(class FName RowName, float InPriority, ENoceSweetLightType InType, const class FString& PPVName, float InWeight) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnvironmentSubsystem", "UpdateSweetLightWeight"); Params::NoceEnvironmentSubsystem_UpdateSweetLightWeight Parms{}; Parms.RowName = RowName; Parms.InPriority = InPriority; Parms.InType = InType; Parms.PPVName = std::move(PPVName); Parms.InWeight = InWeight; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnvironmentSubsystem.UpdateVolumeFogWeight // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName RowName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InPriority (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FString& PPVName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InWeight (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceEnvironmentSubsystem::UpdateVolumeFogWeight(class FName RowName, float InPriority, const class FString& PPVName, float InWeight) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnvironmentSubsystem", "UpdateVolumeFogWeight"); Params::NoceEnvironmentSubsystem_UpdateVolumeFogWeight Parms{}; Parms.RowName = RowName; Parms.InPriority = InPriority; Parms.PPVName = std::move(PPVName); Parms.InWeight = InWeight; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceNPCLookTargetComponent.GetCachedLookTarget // (Final, Native, Public, BlueprintCallable) // Parameters: // class AActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AActor* UNoceNPCLookTargetComponent::GetCachedLookTarget() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceNPCLookTargetComponent", "GetCachedLookTarget"); Params::NoceNPCLookTargetComponent_GetCachedLookTarget Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceNPCLookTargetComponent.GetEnable // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceNPCLookTargetComponent::GetEnable() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceNPCLookTargetComponent", "GetEnable"); Params::NoceNPCLookTargetComponent_GetEnable Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceNPCLookTargetComponent.GetLookTarget // (Final, Native, Public, BlueprintCallable) // Parameters: // class AActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AActor* UNoceNPCLookTargetComponent::GetLookTarget() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceNPCLookTargetComponent", "GetLookTarget"); Params::NoceNPCLookTargetComponent_GetLookTarget Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceNPCLookTargetComponent.GetPreviousLookAtLocation // (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure) // Parameters: // struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) struct FVector UNoceNPCLookTargetComponent::GetPreviousLookAtLocation() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceNPCLookTargetComponent", "GetPreviousLookAtLocation"); Params::NoceNPCLookTargetComponent_GetPreviousLookAtLocation Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceNPCLookTargetComponent.SetEnable // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceNPCLookTargetComponent::SetEnable(bool InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceNPCLookTargetComponent", "SetEnable"); Params::NoceNPCLookTargetComponent_SetEnable Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceNPCLookTargetComponent.SetLookTarget // (Final, Native, Public, BlueprintCallable) // Parameters: // class AActor* InLookTarget (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceNPCLookTargetComponent::SetLookTarget(class AActor* InLookTarget) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceNPCLookTargetComponent", "SetLookTarget"); Params::NoceNPCLookTargetComponent_SetLookTarget Parms{}; Parms.InLookTarget = InLookTarget; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceNPCLookTargetComponent.SetUseDeadZone // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InAngle (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceNPCLookTargetComponent::SetUseDeadZone(bool InValue, float InAngle) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceNPCLookTargetComponent", "SetUseDeadZone"); Params::NoceNPCLookTargetComponent_SetUseDeadZone Parms{}; Parms.InValue = InValue; Parms.InAngle = InAngle; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceNPCLookTargetComponent.SetUseMaxLookDistance // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InMaxDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceNPCLookTargetComponent::SetUseMaxLookDistance(bool InValue, float InMaxDistance) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceNPCLookTargetComponent", "SetUseMaxLookDistance"); Params::NoceNPCLookTargetComponent_SetUseMaxLookDistance Parms{}; Parms.InValue = InValue; Parms.InMaxDistance = InMaxDistance; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceNPCLookTargetComponent.Update // (Final, Native, Public, BlueprintCallable) // Parameters: // float DeltaTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceNPCLookTargetComponent::Update(float DeltaTime) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceNPCLookTargetComponent", "Update"); Params::NoceNPCLookTargetComponent_Update Parms{}; Parms.DeltaTime = DeltaTime; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEnvNiagaraActor.IsLoadLoadRecordData // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceEnvNiagaraActor::IsLoadLoadRecordData() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnvNiagaraActor", "IsLoadLoadRecordData"); Params::NoceEnvNiagaraActor_IsLoadLoadRecordData Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceEnvVolumeFogActor.IsLoadLoadRecordData // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceEnvVolumeFogActor::IsLoadLoadRecordData() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEnvVolumeFogActor", "IsLoadLoadRecordData"); Params::NoceEnvVolumeFogActor_IsLoadLoadRecordData Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceOmamoriDrawingSubsystem.DrawOmamori // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // ENoceOmamoriDrawingType* out_Type (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName* out_Name (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceOmamoriDrawingSubsystem::DrawOmamori(ENoceOmamoriDrawingType* out_Type, class FName* out_Name) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceOmamoriDrawingSubsystem", "DrawOmamori"); Params::NoceOmamoriDrawingSubsystem_DrawOmamori Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (out_Type != nullptr) *out_Type = Parms.out_Type; if (out_Name != nullptr) *out_Name = Parms.out_Name; } // Function GameNoce.NoceOmamoriDrawingSubsystem.GetRequiredFaith // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UNoceOmamoriDrawingSubsystem::GetRequiredFaith() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceOmamoriDrawingSubsystem", "GetRequiredFaith"); Params::NoceOmamoriDrawingSubsystem_GetRequiredFaith Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceOmamoriDrawingSubsystem.IsOmamoriLeft // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceOmamoriDrawingSubsystem::IsOmamoriLeft() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceOmamoriDrawingSubsystem", "IsOmamoriLeft"); Params::NoceOmamoriDrawingSubsystem_IsOmamoriLeft Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceUIDataTableMappingText.SetTextStyleKey // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 Key (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceUIDataTableMappingText::SetTextStyleKey(int32 Key) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceUIDataTableMappingText", "SetTextStyleKey"); Params::NoceUIDataTableMappingText_SetTextStyleKey Parms{}; Parms.Key = Key; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceExtractAudioDurationTool.WriteAudioDurationToDatatable // (Final, Native, Public, BlueprintCallable) // Parameters: // class UDataTable* InTable (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName InRowName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ExtractJP (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float duration (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceExtractAudioDurationTool::WriteAudioDurationToDatatable(class UDataTable* InTable, class FName InRowName, bool ExtractJP, float duration) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceExtractAudioDurationTool", "WriteAudioDurationToDatatable"); Params::NoceExtractAudioDurationTool_WriteAudioDurationToDatatable Parms{}; Parms.InTable = InTable; Parms.InRowName = InRowName; Parms.ExtractJP = ExtractJP; Parms.duration = duration; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceNotebookTabWidget.GetCurrentTabType // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // ENoceNotebookType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENoceNotebookType UNoceNotebookTabWidget::GetCurrentTabType() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceNotebookTabWidget", "GetCurrentTabType"); Params::NoceNotebookTabWidget_GetCurrentTabType Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceNotebookTabWidget.ResetList // (Final, Native, Public, BlueprintCallable) // Parameters: // ENoceNotebookType DefaultType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceNotebookTabWidget::ResetList(ENoceNotebookType DefaultType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceNotebookTabWidget", "ResetList"); Params::NoceNotebookTabWidget_ResetList Parms{}; Parms.DefaultType = DefaultType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEyeballGroupComponent.CollectEyeballFromChildren // (Final, Native, Public, BlueprintCallable) void UNoceEyeballGroupComponent::CollectEyeballFromChildren() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEyeballGroupComponent", "CollectEyeballFromChildren"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEyeballGroupComponent.RegisterEyeball // (Final, Native, Public, BlueprintCallable) // Parameters: // class AActor* InActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool FollowPlayer (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceEyeballGroupComponent::RegisterEyeball(class AActor* InActor, bool FollowPlayer) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEyeballGroupComponent", "RegisterEyeball"); Params::NoceEyeballGroupComponent_RegisterEyeball Parms{}; Parms.InActor = InActor; Parms.FollowPlayer = FollowPlayer; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceEyeballGroupComponent.UnregisterEyeball // (Final, Native, Public, BlueprintCallable) // Parameters: // const class AActor* InActor (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceEyeballGroupComponent::UnregisterEyeball(const class AActor* InActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceEyeballGroupComponent", "UnregisterEyeball"); Params::NoceEyeballGroupComponent_UnregisterEyeball Parms{}; Parms.InActor = InActor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFloatIconSubsystem.ClearIconPool // (Final, Native, Public, BlueprintCallable) void UNoceFloatIconSubsystem::ClearIconPool() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceFloatIconSubsystem", "ClearIconPool"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFloatIconSubsystem.GetActiveIndicatorVisiblity // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // ESlateVisibility ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ESlateVisibility UNoceFloatIconSubsystem::GetActiveIndicatorVisiblity() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceFloatIconSubsystem", "GetActiveIndicatorVisiblity"); Params::NoceFloatIconSubsystem_GetActiveIndicatorVisiblity Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFloatIconSubsystem.IsShowIndicatorIcon // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceFloatIconSubsystem::IsShowIndicatorIcon() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceFloatIconSubsystem", "IsShowIndicatorIcon"); Params::NoceFloatIconSubsystem_IsShowIndicatorIcon Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFloatIconSubsystem.RequestIndicatorIcon // (Final, Native, Public, HasDefaults, BlueprintCallable) // Parameters: // class AActor* Owner (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& IndicateLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool IsActive (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceFloatIconSubsystem::RequestIndicatorIcon(class AActor* Owner, const struct FVector& IndicateLocation, bool IsActive) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceFloatIconSubsystem", "RequestIndicatorIcon"); Params::NoceFloatIconSubsystem_RequestIndicatorIcon Parms{}; Parms.Owner = Owner; Parms.IndicateLocation = std::move(IndicateLocation); Parms.IsActive = IsActive; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFloatIconSubsystem.RequestInteractIcon // (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable) // Parameters: // class AActor* Owner (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ENoceInteractIconState TargetState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& IconPosition (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FText& PromptText (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) void UNoceFloatIconSubsystem::RequestInteractIcon(class AActor* Owner, ENoceInteractIconState TargetState, const struct FVector& IconPosition, const class FText& PromptText) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceFloatIconSubsystem", "RequestInteractIcon"); Params::NoceFloatIconSubsystem_RequestInteractIcon Parms{}; Parms.Owner = Owner; Parms.TargetState = TargetState; Parms.IconPosition = std::move(IconPosition); Parms.PromptText = std::move(PromptText); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFloatIconSubsystem.SetCanShowInteractIcon // (Final, Native, Protected, BlueprintCallable) // Parameters: // bool InCanShow (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceFloatIconSubsystem::SetCanShowInteractIcon(bool InCanShow) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceFloatIconSubsystem", "SetCanShowInteractIcon"); Params::NoceFloatIconSubsystem_SetCanShowInteractIcon Parms{}; Parms.InCanShow = InCanShow; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFloatIconSubsystem.SetDebugCanShowInteractIcon // (Final, Native, Protected, BlueprintCallable) // Parameters: // bool InCanShow (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceFloatIconSubsystem::SetDebugCanShowInteractIcon(bool InCanShow) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceFloatIconSubsystem", "SetDebugCanShowInteractIcon"); Params::NoceFloatIconSubsystem_SetDebugCanShowInteractIcon Parms{}; Parms.InCanShow = InCanShow; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFloatIconSubsystem.SetShowIndicatorIcon // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceFloatIconSubsystem::SetShowIndicatorIcon(bool InEnable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceFloatIconSubsystem", "SetShowIndicatorIcon"); Params::NoceFloatIconSubsystem_SetShowIndicatorIcon Parms{}; Parms.InEnable = InEnable; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceOptionWidgetBase.ResetSettingToDefault // (Final, Native, Public, BlueprintCallable) // Parameters: // class UGameSetting* Setting (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceOptionWidgetBase::ResetSettingToDefault(class UGameSetting* Setting) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceOptionWidgetBase", "ResetSettingToDefault"); Params::NoceOptionWidgetBase_ResetSettingToDefault Parms{}; Parms.Setting = Setting; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceOptionWidgetBase.SetSetting // (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // class UGameSetting* InSetting (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceOptionWidgetBase::SetSetting(class UGameSetting* InSetting, bool* NoUse) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceOptionWidgetBase", "SetSetting"); Params::NoceOptionWidgetBase_SetSetting Parms{}; Parms.InSetting = InSetting; UObject::ProcessEvent(Func, &Parms); if (NoUse != nullptr) *NoUse = Parms.NoUse; } // Function GameNoce.NoceOptionWidgetBase.SetSettings // (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // const TArray& InSettings (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceOptionWidgetBase::SetSettings(const TArray& InSettings, bool* NoUse) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceOptionWidgetBase", "SetSettings"); Params::NoceOptionWidgetBase_SetSettings Parms{}; Parms.InSettings = std::move(InSettings); UObject::ProcessEvent(Func, &Parms); if (NoUse != nullptr) *NoUse = Parms.NoUse; } // Function GameNoce.NoceOptionWidget.ApplyModifiedKeyBindings // (Event, Protected, BlueprintCallable, BlueprintEvent) void UNoceOptionWidget::ApplyModifiedKeyBindings() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceOptionWidget", "ApplyModifiedKeyBindings"); UObject::ProcessEvent(Func, nullptr); } // Function GameNoce.NoceOptionWidget.ApplyPendingChanges // (Final, Native, Protected, BlueprintCallable) void UNoceOptionWidget::ApplyPendingChanges() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceOptionWidget", "ApplyPendingChanges"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceOptionWidget.CheckChangedAndSave // (Final, Native, Protected, BlueprintCallable) // Parameters: // bool Save (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceOptionWidget::CheckChangedAndSave(bool Save) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceOptionWidget", "CheckChangedAndSave"); Params::NoceOptionWidget_CheckChangedAndSave Parms{}; Parms.Save = Save; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceOptionWidget.GetListView // (Native, Event, Protected, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // class UNoceListView* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UNoceListView* UNoceOptionWidget::GetListView() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceOptionWidget", "GetListView"); Params::NoceOptionWidget_GetListView Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceOptionWidget.GetSetting // (Final, Native, Protected, BlueprintCallable) // Parameters: // class FName SettingDevName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UGameSetting* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UGameSetting* UNoceOptionWidget::GetSetting(class FName SettingDevName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceOptionWidget", "GetSetting"); Params::NoceOptionWidget_GetSetting Parms{}; Parms.SettingDevName = SettingDevName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceOptionWidget.HandleKeyBindingModified // (Final, Native, Protected, BlueprintCallable) void UNoceOptionWidget::HandleKeyBindingModified() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceOptionWidget", "HandleKeyBindingModified"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceOptionWidget.OnSettingsDirtyStateChanged // (Native, Event, Protected, BlueprintEvent) // Parameters: // bool bSettingsDirty (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceOptionWidget::OnSettingsDirtyStateChanged(bool bSettingsDirty) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceOptionWidget", "OnSettingsDirtyStateChanged"); Params::NoceOptionWidget_OnSettingsDirtyStateChanged Parms{}; Parms.bSettingsDirty = bSettingsDirty; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceOptionWidget.SaveSettings // (Final, Native, Protected, BlueprintCallable) void UNoceOptionWidget::SaveSettings() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceOptionWidget", "SaveSettings"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceOptionWidget.SaveSystemSave // (Event, Protected, BlueprintEvent) void UNoceOptionWidget::SaveSystemSave() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceOptionWidget", "SaveSystemSave"); UObject::ProcessEvent(Func, nullptr); } // Function GameNoce.NoceOptionWidget.SelectSetting // (Final, Native, Protected, HasOutParams, BlueprintCallable) // Parameters: // const class FName& SettingDevName (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceOptionWidget::SelectSetting(const class FName& SettingDevName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceOptionWidget", "SelectSetting"); Params::NoceOptionWidget_SelectSetting Parms{}; Parms.SettingDevName = SettingDevName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceOptionWidget.SelectSettings // (Final, Native, Protected, HasOutParams, BlueprintCallable) // Parameters: // const TArray& SettingDevNames (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) void UNoceOptionWidget::SelectSettings(const TArray& SettingDevNames) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceOptionWidget", "SelectSettings"); Params::NoceOptionWidget_SelectSettings Parms{}; Parms.SettingDevNames = std::move(SettingDevNames); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceOptionWidget.HaveSettingsBeenChanged // (Final, Native, Protected, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceOptionWidget::HaveSettingsBeenChanged() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceOptionWidget", "HaveSettingsBeenChanged"); Params::NoceOptionWidget_HaveSettingsBeenChanged Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceUIGameplayTagMappingText.SetTextStyleByKey // (Final, Native, Public, BlueprintCallable) // Parameters: // const struct FGameplayTag& Key (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceUIGameplayTagMappingText::SetTextStyleByKey(const struct FGameplayTag& Key) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceUIGameplayTagMappingText", "SetTextStyleByKey"); Params::NoceUIGameplayTagMappingText_SetTextStyleByKey Parms{}; Parms.Key = std::move(Key); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFocusablePage.OnSwitchInCompleted // (Native, Event, Public, BlueprintCallable, BlueprintEvent) void UNoceFocusablePage::OnSwitchInCompleted() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceFocusablePage", "OnSwitchInCompleted"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFocusablePage.OnSwitchOutCompleted // (Native, Event, Public, BlueprintCallable, BlueprintEvent) void UNoceFocusablePage::OnSwitchOutCompleted() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceFocusablePage", "OnSwitchOutCompleted"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFocusablePage.SwitchIn // (Final, Native, Public, BlueprintCallable) void UNoceFocusablePage::SwitchIn() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceFocusablePage", "SwitchIn"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFocusablePage.SwitchOut // (Final, Native, Public, BlueprintCallable) void UNoceFocusablePage::SwitchOut() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceFocusablePage", "SwitchOut"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePostProcessAnimInstance.SetupLookAtComponent // (Native, Event, Protected, BlueprintCallable, BlueprintEvent) void UNocePostProcessAnimInstance::SetupLookAtComponent() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePostProcessAnimInstance", "SetupLookAtComponent"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePostProcessAnimInstance.UpdateApplyFootIK // (Native, Event, Protected, BlueprintCallable, BlueprintEvent) void UNocePostProcessAnimInstance::UpdateApplyFootIK() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePostProcessAnimInstance", "UpdateApplyFootIK"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePostProcessAnimInstance.UpdateApplyLookAtIK // (Native, Event, Protected, BlueprintCallable, BlueprintEvent) // Parameters: // float DeltaTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePostProcessAnimInstance::UpdateApplyLookAtIK(float DeltaTime) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePostProcessAnimInstance", "UpdateApplyLookAtIK"); Params::NocePostProcessAnimInstance_UpdateApplyLookAtIK Parms{}; Parms.DeltaTime = DeltaTime; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePostProcessAnimInstance.UpdateApplyPoseDriverIK // (Native, Event, Protected, BlueprintCallable, BlueprintEvent) void UNocePostProcessAnimInstance::UpdateApplyPoseDriverIK() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePostProcessAnimInstance", "UpdateApplyPoseDriverIK"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePostProcessAnimInstance.UpdateFootIK // (Native, Event, Protected, BlueprintCallable, BlueprintEvent) // Parameters: // float DeltaSeconds (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePostProcessAnimInstance::UpdateFootIK(float DeltaSeconds) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePostProcessAnimInstance", "UpdateFootIK"); Params::NocePostProcessAnimInstance_UpdateFootIK Parms{}; Parms.DeltaSeconds = DeltaSeconds; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePostProcessAnimInstance.UpdateRigidbody // (Native, Event, Protected, BlueprintCallable, BlueprintEvent) void UNocePostProcessAnimInstance::UpdateRigidbody() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePostProcessAnimInstance", "UpdateRigidbody"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFunctionLibrary.CalculateAngleBetweenVector // (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure) // Parameters: // const struct FVector& v1 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& v2 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNoceFunctionLibrary::CalculateAngleBetweenVector(const struct FVector& v1, const struct FVector& v2) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "CalculateAngleBetweenVector"); Params::NoceFunctionLibrary_CalculateAngleBetweenVector Parms{}; Parms.v1 = std::move(v1); Parms.v2 = std::move(v2); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.CalculateDamageDirectionAngle // (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure) // Parameters: // class AActor* InDamagedActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& InHitPoint (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNoceFunctionLibrary::CalculateDamageDirectionAngle(class AActor* InDamagedActor, const struct FVector& InHitPoint) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "CalculateDamageDirectionAngle"); Params::NoceFunctionLibrary_CalculateDamageDirectionAngle Parms{}; Parms.InDamagedActor = InDamagedActor; Parms.InHitPoint = std::move(InHitPoint); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.CalculateDirectionAngle2D // (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure) // Parameters: // const struct FVector& InForward (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& InCenter (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& InTarget (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNoceFunctionLibrary::CalculateDirectionAngle2D(const struct FVector& InForward, const struct FVector& InCenter, const struct FVector& InTarget) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "CalculateDirectionAngle2D"); Params::NoceFunctionLibrary_CalculateDirectionAngle2D Parms{}; Parms.InForward = std::move(InForward); Parms.InCenter = std::move(InCenter); Parms.InTarget = std::move(InTarget); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.CalculateFootIKOffset // (Final, Native, Static, Public, HasOutParams, BlueprintCallable) // Parameters: // const class UAnimInstance* InAnimInstance (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float DeltaSeconds (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName LeftFootName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName RightFootName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float TraceUpDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float TraceDownDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool UseMaxLeftRightDifference (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float MaxLeftRightDifference (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float MaxAdjustOffset (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InterpSpeed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float* OutLeftFootOffset (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float* OutRightFootOffset (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceFunctionLibrary::CalculateFootIKOffset(const class UAnimInstance* InAnimInstance, float DeltaSeconds, class FName LeftFootName, class FName RightFootName, float TraceUpDistance, float TraceDownDistance, bool UseMaxLeftRightDifference, float MaxLeftRightDifference, float MaxAdjustOffset, float InterpSpeed, float* OutLeftFootOffset, float* OutRightFootOffset) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "CalculateFootIKOffset"); Params::NoceFunctionLibrary_CalculateFootIKOffset Parms{}; Parms.InAnimInstance = InAnimInstance; Parms.DeltaSeconds = DeltaSeconds; Parms.LeftFootName = LeftFootName; Parms.RightFootName = RightFootName; Parms.TraceUpDistance = TraceUpDistance; Parms.TraceDownDistance = TraceDownDistance; Parms.UseMaxLeftRightDifference = UseMaxLeftRightDifference; Parms.MaxLeftRightDifference = MaxLeftRightDifference; Parms.MaxAdjustOffset = MaxAdjustOffset; Parms.InterpSpeed = InterpSpeed; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutLeftFootOffset != nullptr) *OutLeftFootOffset = Parms.OutLeftFootOffset; if (OutRightFootOffset != nullptr) *OutRightFootOffset = Parms.OutRightFootOffset; } // Function GameNoce.NoceFunctionLibrary.CalculateNormalFromPoints // (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure) // Parameters: // const struct FVector& Point1 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& Point2 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& Point3 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) struct FVector UNoceFunctionLibrary::CalculateNormalFromPoints(const struct FVector& Point1, const struct FVector& Point2, const struct FVector& Point3) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "CalculateNormalFromPoints"); Params::NoceFunctionLibrary_CalculateNormalFromPoints Parms{}; Parms.Point1 = std::move(Point1); Parms.Point2 = std::move(Point2); Parms.Point3 = std::move(Point3); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.CalculateStringLineCount // (Final, Native, Static, Protected, BlueprintCallable) // Parameters: // const class FString& InString (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 CharacterPerLine (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UNoceFunctionLibrary::CalculateStringLineCount(const class FString& InString, int32 CharacterPerLine) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "CalculateStringLineCount"); Params::NoceFunctionLibrary_CalculateStringLineCount Parms{}; Parms.InString = std::move(InString); Parms.CharacterPerLine = CharacterPerLine; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.CalculateStringLineCountByLetterWidth // (Final, Native, Static, Protected, BlueprintCallable) // Parameters: // const class FString& InString (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UNoceFunctionLibrary::CalculateStringLineCountByLetterWidth(const class FString& InString) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "CalculateStringLineCountByLetterWidth"); Params::NoceFunctionLibrary_CalculateStringLineCountByLetterWidth Parms{}; Parms.InString = std::move(InString); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.CapsuleTraceMulti // (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& Start (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& End (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float Radius (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float HalfHeight (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FRotator& orientation (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // ETraceTypeQuery TraceChannel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bTraceComplex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const TArray& ActorsToIgnore (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // EDrawDebugTrace DrawDebugType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TArray* OutHits (Parm, OutParm, ZeroConstructor, ContainsInstancedReference, NativeAccessSpecifierPublic) // bool bIgnoreSelf (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FLinearColor& TraceColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FLinearColor& TraceHitColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float DrawTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceFunctionLibrary::CapsuleTraceMulti(class UObject* WorldContextObject, const struct FVector& Start, const struct FVector& End, float Radius, float HalfHeight, const struct FRotator& orientation, ETraceTypeQuery TraceChannel, bool bTraceComplex, const TArray& ActorsToIgnore, EDrawDebugTrace DrawDebugType, TArray* OutHits, bool bIgnoreSelf, const struct FLinearColor& TraceColor, const struct FLinearColor& TraceHitColor, float DrawTime) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "CapsuleTraceMulti"); Params::NoceFunctionLibrary_CapsuleTraceMulti Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.Start = std::move(Start); Parms.End = std::move(End); Parms.Radius = Radius; Parms.HalfHeight = HalfHeight; Parms.orientation = std::move(orientation); Parms.TraceChannel = TraceChannel; Parms.bTraceComplex = bTraceComplex; Parms.ActorsToIgnore = std::move(ActorsToIgnore); Parms.DrawDebugType = DrawDebugType; Parms.bIgnoreSelf = bIgnoreSelf; Parms.TraceColor = std::move(TraceColor); Parms.TraceHitColor = std::move(TraceHitColor); Parms.DrawTime = DrawTime; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutHits != nullptr) *OutHits = std::move(Parms.OutHits); return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.CapsuleTraceMultiByProfile // (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& Start (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& End (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float Radius (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float HalfHeight (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FRotator& orientation (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // class FName ProfileName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bTraceComplex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const TArray& ActorsToIgnore (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // EDrawDebugTrace DrawDebugType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TArray* OutHits (Parm, OutParm, ZeroConstructor, ContainsInstancedReference, NativeAccessSpecifierPublic) // bool bIgnoreSelf (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FLinearColor& TraceColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FLinearColor& TraceHitColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float DrawTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceFunctionLibrary::CapsuleTraceMultiByProfile(class UObject* WorldContextObject, const struct FVector& Start, const struct FVector& End, float Radius, float HalfHeight, const struct FRotator& orientation, class FName ProfileName, bool bTraceComplex, const TArray& ActorsToIgnore, EDrawDebugTrace DrawDebugType, TArray* OutHits, bool bIgnoreSelf, const struct FLinearColor& TraceColor, const struct FLinearColor& TraceHitColor, float DrawTime) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "CapsuleTraceMultiByProfile"); Params::NoceFunctionLibrary_CapsuleTraceMultiByProfile Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.Start = std::move(Start); Parms.End = std::move(End); Parms.Radius = Radius; Parms.HalfHeight = HalfHeight; Parms.orientation = std::move(orientation); Parms.ProfileName = ProfileName; Parms.bTraceComplex = bTraceComplex; Parms.ActorsToIgnore = std::move(ActorsToIgnore); Parms.DrawDebugType = DrawDebugType; Parms.bIgnoreSelf = bIgnoreSelf; Parms.TraceColor = std::move(TraceColor); Parms.TraceHitColor = std::move(TraceHitColor); Parms.DrawTime = DrawTime; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutHits != nullptr) *OutHits = std::move(Parms.OutHits); return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.CapsuleTraceMultiForObjects // (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& Start (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& End (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float Radius (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float HalfHeight (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FRotator& orientation (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // const TArray& ObjectTypes (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // bool bTraceComplex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const TArray& ActorsToIgnore (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // EDrawDebugTrace DrawDebugType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TArray* OutHits (Parm, OutParm, ZeroConstructor, ContainsInstancedReference, NativeAccessSpecifierPublic) // bool bIgnoreSelf (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FLinearColor& TraceColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FLinearColor& TraceHitColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float DrawTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceFunctionLibrary::CapsuleTraceMultiForObjects(class UObject* WorldContextObject, const struct FVector& Start, const struct FVector& End, float Radius, float HalfHeight, const struct FRotator& orientation, const TArray& ObjectTypes, bool bTraceComplex, const TArray& ActorsToIgnore, EDrawDebugTrace DrawDebugType, TArray* OutHits, bool bIgnoreSelf, const struct FLinearColor& TraceColor, const struct FLinearColor& TraceHitColor, float DrawTime) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "CapsuleTraceMultiForObjects"); Params::NoceFunctionLibrary_CapsuleTraceMultiForObjects Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.Start = std::move(Start); Parms.End = std::move(End); Parms.Radius = Radius; Parms.HalfHeight = HalfHeight; Parms.orientation = std::move(orientation); Parms.ObjectTypes = std::move(ObjectTypes); Parms.bTraceComplex = bTraceComplex; Parms.ActorsToIgnore = std::move(ActorsToIgnore); Parms.DrawDebugType = DrawDebugType; Parms.bIgnoreSelf = bIgnoreSelf; Parms.TraceColor = std::move(TraceColor); Parms.TraceHitColor = std::move(TraceHitColor); Parms.DrawTime = DrawTime; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutHits != nullptr) *OutHits = std::move(Parms.OutHits); return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.CapsuleTraceSingle // (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& Start (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& End (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float Radius (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float HalfHeight (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FRotator& orientation (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // ETraceTypeQuery TraceChannel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bTraceComplex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const TArray& ActorsToIgnore (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // EDrawDebugTrace DrawDebugType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FHitResult* OutHit (Parm, OutParm, IsPlainOldData, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic) // bool bIgnoreSelf (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FLinearColor& TraceColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FLinearColor& TraceHitColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float DrawTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceFunctionLibrary::CapsuleTraceSingle(class UObject* WorldContextObject, const struct FVector& Start, const struct FVector& End, float Radius, float HalfHeight, const struct FRotator& orientation, ETraceTypeQuery TraceChannel, bool bTraceComplex, const TArray& ActorsToIgnore, EDrawDebugTrace DrawDebugType, struct FHitResult* OutHit, bool bIgnoreSelf, const struct FLinearColor& TraceColor, const struct FLinearColor& TraceHitColor, float DrawTime) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "CapsuleTraceSingle"); Params::NoceFunctionLibrary_CapsuleTraceSingle Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.Start = std::move(Start); Parms.End = std::move(End); Parms.Radius = Radius; Parms.HalfHeight = HalfHeight; Parms.orientation = std::move(orientation); Parms.TraceChannel = TraceChannel; Parms.bTraceComplex = bTraceComplex; Parms.ActorsToIgnore = std::move(ActorsToIgnore); Parms.DrawDebugType = DrawDebugType; Parms.bIgnoreSelf = bIgnoreSelf; Parms.TraceColor = std::move(TraceColor); Parms.TraceHitColor = std::move(TraceHitColor); Parms.DrawTime = DrawTime; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutHit != nullptr) *OutHit = std::move(Parms.OutHit); return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.CapsuleTraceSingleByProfile // (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& Start (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& End (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float Radius (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float HalfHeight (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FRotator& orientation (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // class FName ProfileName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bTraceComplex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const TArray& ActorsToIgnore (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // EDrawDebugTrace DrawDebugType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FHitResult* OutHit (Parm, OutParm, IsPlainOldData, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic) // bool bIgnoreSelf (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FLinearColor& TraceColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FLinearColor& TraceHitColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float DrawTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceFunctionLibrary::CapsuleTraceSingleByProfile(class UObject* WorldContextObject, const struct FVector& Start, const struct FVector& End, float Radius, float HalfHeight, const struct FRotator& orientation, class FName ProfileName, bool bTraceComplex, const TArray& ActorsToIgnore, EDrawDebugTrace DrawDebugType, struct FHitResult* OutHit, bool bIgnoreSelf, const struct FLinearColor& TraceColor, const struct FLinearColor& TraceHitColor, float DrawTime) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "CapsuleTraceSingleByProfile"); Params::NoceFunctionLibrary_CapsuleTraceSingleByProfile Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.Start = std::move(Start); Parms.End = std::move(End); Parms.Radius = Radius; Parms.HalfHeight = HalfHeight; Parms.orientation = std::move(orientation); Parms.ProfileName = ProfileName; Parms.bTraceComplex = bTraceComplex; Parms.ActorsToIgnore = std::move(ActorsToIgnore); Parms.DrawDebugType = DrawDebugType; Parms.bIgnoreSelf = bIgnoreSelf; Parms.TraceColor = std::move(TraceColor); Parms.TraceHitColor = std::move(TraceHitColor); Parms.DrawTime = DrawTime; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutHit != nullptr) *OutHit = std::move(Parms.OutHit); return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.CapsuleTraceSingleForObjects // (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& Start (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& End (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float Radius (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float HalfHeight (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FRotator& orientation (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // const TArray& ObjectTypes (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // bool bTraceComplex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const TArray& ActorsToIgnore (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // EDrawDebugTrace DrawDebugType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FHitResult* OutHit (Parm, OutParm, IsPlainOldData, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic) // bool bIgnoreSelf (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FLinearColor& TraceColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FLinearColor& TraceHitColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float DrawTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceFunctionLibrary::CapsuleTraceSingleForObjects(class UObject* WorldContextObject, const struct FVector& Start, const struct FVector& End, float Radius, float HalfHeight, const struct FRotator& orientation, const TArray& ObjectTypes, bool bTraceComplex, const TArray& ActorsToIgnore, EDrawDebugTrace DrawDebugType, struct FHitResult* OutHit, bool bIgnoreSelf, const struct FLinearColor& TraceColor, const struct FLinearColor& TraceHitColor, float DrawTime) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "CapsuleTraceSingleForObjects"); Params::NoceFunctionLibrary_CapsuleTraceSingleForObjects Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.Start = std::move(Start); Parms.End = std::move(End); Parms.Radius = Radius; Parms.HalfHeight = HalfHeight; Parms.orientation = std::move(orientation); Parms.ObjectTypes = std::move(ObjectTypes); Parms.bTraceComplex = bTraceComplex; Parms.ActorsToIgnore = std::move(ActorsToIgnore); Parms.DrawDebugType = DrawDebugType; Parms.bIgnoreSelf = bIgnoreSelf; Parms.TraceColor = std::move(TraceColor); Parms.TraceHitColor = std::move(TraceHitColor); Parms.DrawTime = DrawTime; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutHit != nullptr) *OutHit = std::move(Parms.OutHit); return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.CheckActionLevel // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // ENoceActionLevel InActionLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ActionLevelBitmask (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceFunctionLibrary::CheckActionLevel(ENoceActionLevel InActionLevel, int32 ActionLevelBitmask) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "CheckActionLevel"); Params::NoceFunctionLibrary_CheckActionLevel Parms{}; Parms.InActionLevel = InActionLevel; Parms.ActionLevelBitmask = ActionLevelBitmask; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.CheckDefiniteEndingType // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ENoceEndingType EndingType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceFunctionLibrary::CheckDefiniteEndingType(class UObject* WorldContextObject, ENoceEndingType EndingType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "CheckDefiniteEndingType"); Params::NoceFunctionLibrary_CheckDefiniteEndingType Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.EndingType = EndingType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.CheckGameActionLevel // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ActionLevelBitmask (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceFunctionLibrary::CheckGameActionLevel(class UObject* WorldContextObject, int32 ActionLevelBitmask) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "CheckGameActionLevel"); Params::NoceFunctionLibrary_CheckGameActionLevel Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.ActionLevelBitmask = ActionLevelBitmask; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.CheckGameActionLevelChill // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ActionLevelBitmask (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceFunctionLibrary::CheckGameActionLevelChill(class UObject* WorldContextObject, int32 ActionLevelBitmask) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "CheckGameActionLevelChill"); Params::NoceFunctionLibrary_CheckGameActionLevelChill Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.ActionLevelBitmask = ActionLevelBitmask; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.CheckGameRiddleLevel // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 RiddleLevelBitmask (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceFunctionLibrary::CheckGameRiddleLevel(class UObject* WorldContextObject, int32 RiddleLevelBitmask) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "CheckGameRiddleLevel"); Params::NoceFunctionLibrary_CheckGameRiddleLevel Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.RiddleLevelBitmask = RiddleLevelBitmask; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.CheckGameRound // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 GameRoundBitmask (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceFunctionLibrary::CheckGameRound(class UObject* WorldContextObject, int32 GameRoundBitmask) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "CheckGameRound"); Params::NoceFunctionLibrary_CheckGameRound Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.GameRoundBitmask = GameRoundBitmask; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.CheckOnSlope // (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& InMeshLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const TArray& InSlopeDetectObjectTypes (Parm, ZeroConstructor, NativeAccessSpecifierPublic) // ECollisionChannel InPawnChannel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool InDebugLog (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool* OutIsOnStair (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ECollisionChannel* OutObjectType (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FVector* OutHitLocation (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FVector* OutHitNormal (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceFunctionLibrary::CheckOnSlope(class UObject* WorldContextObject, const struct FVector& InMeshLocation, const TArray& InSlopeDetectObjectTypes, ECollisionChannel InPawnChannel, bool InDebugLog, bool* OutIsOnStair, ECollisionChannel* OutObjectType, struct FVector* OutHitLocation, struct FVector* OutHitNormal) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "CheckOnSlope"); Params::NoceFunctionLibrary_CheckOnSlope Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.InMeshLocation = std::move(InMeshLocation); Parms.InSlopeDetectObjectTypes = std::move(InSlopeDetectObjectTypes); Parms.InPawnChannel = InPawnChannel; Parms.InDebugLog = InDebugLog; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutIsOnStair != nullptr) *OutIsOnStair = Parms.OutIsOnStair; if (OutObjectType != nullptr) *OutObjectType = Parms.OutObjectType; if (OutHitLocation != nullptr) *OutHitLocation = std::move(Parms.OutHitLocation); if (OutHitNormal != nullptr) *OutHitNormal = std::move(Parms.OutHitNormal); } // Function GameNoce.NoceFunctionLibrary.CheckPlayGoDownloadProgress // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayTag& InProgressTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool IsAnyEndingCleared (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceFunctionLibrary::CheckPlayGoDownloadProgress(class UObject* WorldContextObject, const struct FGameplayTag& InProgressTag, bool IsAnyEndingCleared) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "CheckPlayGoDownloadProgress"); Params::NoceFunctionLibrary_CheckPlayGoDownloadProgress Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.InProgressTag = std::move(InProgressTag); Parms.IsAnyEndingCleared = IsAnyEndingCleared; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.CheckRiddleLevel // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // ENoceRiddleLevel InRiddleLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 RiddleLevelBitmask (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceFunctionLibrary::CheckRiddleLevel(ENoceRiddleLevel InRiddleLevel, int32 RiddleLevelBitmask) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "CheckRiddleLevel"); Params::NoceFunctionLibrary_CheckRiddleLevel Parms{}; Parms.InRiddleLevel = InRiddleLevel; Parms.RiddleLevelBitmask = RiddleLevelBitmask; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.CheckRound // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // ENoceRoundType InRoundType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 GameRoundBitmask (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceFunctionLibrary::CheckRound(ENoceRoundType InRoundType, int32 GameRoundBitmask) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "CheckRound"); Params::NoceFunctionLibrary_CheckRound Parms{}; Parms.InRoundType = InRoundType; Parms.GameRoundBitmask = GameRoundBitmask; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.CheckStoryEndingBranch // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 EndingBitmask (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceFunctionLibrary::CheckStoryEndingBranch(class UObject* WorldContextObject, int32 EndingBitmask) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "CheckStoryEndingBranch"); Params::NoceFunctionLibrary_CheckStoryEndingBranch Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.EndingBitmask = EndingBitmask; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.ClampLookAtLocation // (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable) // Parameters: // class AActor* InTargetActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName InSpineSocketName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& InLookAtLocation (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& InTargetHeadLocation (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InLengthRange (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InPitchRange (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InYawRange (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool InDebugDraw (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) struct FVector UNoceFunctionLibrary::ClampLookAtLocation(class AActor* InTargetActor, class FName InSpineSocketName, const struct FVector& InLookAtLocation, const struct FVector& InTargetHeadLocation, float InLengthRange, float InPitchRange, float InYawRange, bool InDebugDraw) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "ClampLookAtLocation"); Params::NoceFunctionLibrary_ClampLookAtLocation Parms{}; Parms.InTargetActor = InTargetActor; Parms.InSpineSocketName = InSpineSocketName; Parms.InLookAtLocation = std::move(InLookAtLocation); Parms.InTargetHeadLocation = std::move(InTargetHeadLocation); Parms.InLengthRange = InLengthRange; Parms.InPitchRange = InPitchRange; Parms.InYawRange = InYawRange; Parms.InDebugDraw = InDebugDraw; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.ClearMotionVector // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class ANoceCharacter* InChar (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceFunctionLibrary::ClearMotionVector(class ANoceCharacter* InChar) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "ClearMotionVector"); Params::NoceFunctionLibrary_ClearMotionVector Parms{}; Parms.InChar = InChar; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFunctionLibrary.CloneActor // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class AActor* InputActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName ActorName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AActor* UNoceFunctionLibrary::CloneActor(class AActor* InputActor, class FName ActorName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "CloneActor"); Params::NoceFunctionLibrary_CloneActor Parms{}; Parms.InputActor = InputActor; Parms.ActorName = ActorName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.ComputeInputAngle // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InInputForward (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InInputRight (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNoceFunctionLibrary::ComputeInputAngle(class UObject* WorldContextObject, float InInputForward, float InInputRight) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "ComputeInputAngle"); Params::NoceFunctionLibrary_ComputeInputAngle Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.InInputForward = InInputForward; Parms.InInputRight = InInputRight; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.ComputeStairAngle // (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable) // Parameters: // class ACharacter* InCharcter (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& InHitNrmal (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNoceFunctionLibrary::ComputeStairAngle(class ACharacter* InCharcter, const struct FVector& InHitNrmal) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "ComputeStairAngle"); Params::NoceFunctionLibrary_ComputeStairAngle Parms{}; Parms.InCharcter = InCharcter; Parms.InHitNrmal = std::move(InHitNrmal); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.CorrectActorRotation_Direct // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class AActor* InActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceFunctionLibrary::CorrectActorRotation_Direct(class AActor* InActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "CorrectActorRotation_Direct"); Params::NoceFunctionLibrary_CorrectActorRotation_Direct Parms{}; Parms.InActor = InActor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFunctionLibrary.DeactivateNiagara // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UNiagaraComponent* InNiagaraComponent (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool InDetachFromComponent (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceFunctionLibrary::DeactivateNiagara(class UNiagaraComponent* InNiagaraComponent, bool InDetachFromComponent) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "DeactivateNiagara"); Params::NoceFunctionLibrary_DeactivateNiagara Parms{}; Parms.InNiagaraComponent = InNiagaraComponent; Parms.InDetachFromComponent = InDetachFromComponent; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFunctionLibrary.DelayDestroyActors // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // const TArray& InData (Parm, ZeroConstructor, NativeAccessSpecifierPublic) // float InDelaySeconds (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceFunctionLibrary::DelayDestroyActors(const TArray& InData, float InDelaySeconds, const class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "DelayDestroyActors"); Params::NoceFunctionLibrary_DelayDestroyActors Parms{}; Parms.InData = std::move(InData); Parms.InDelaySeconds = InDelaySeconds; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFunctionLibrary.DrawCircleArc // (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& Center (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float Radius (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& Direction (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float Degree (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 Segments (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FLinearColor& LineColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool PersistentLines (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float Lifetime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // uint8 DepthPriority (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float Thickness (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceFunctionLibrary::DrawCircleArc(class UObject* WorldContextObject, const struct FVector& Center, float Radius, const struct FVector& Direction, float Degree, int32 Segments, const struct FLinearColor& LineColor, bool PersistentLines, float Lifetime, uint8 DepthPriority, float Thickness) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "DrawCircleArc"); Params::NoceFunctionLibrary_DrawCircleArc Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.Center = std::move(Center); Parms.Radius = Radius; Parms.Direction = std::move(Direction); Parms.Degree = Degree; Parms.Segments = Segments; Parms.LineColor = std::move(LineColor); Parms.PersistentLines = PersistentLines; Parms.Lifetime = Lifetime; Parms.DepthPriority = DepthPriority; Parms.Thickness = Thickness; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFunctionLibrary.DrawDebugArrowShift // (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& Start (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& End (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FLinearColor& LineColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ArrowSize (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float Offset (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float duration (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float Thinkness (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceFunctionLibrary::DrawDebugArrowShift(class UObject* WorldContextObject, const struct FVector& Start, const struct FVector& End, const struct FLinearColor& LineColor, float ArrowSize, float Offset, float duration, float Thinkness) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "DrawDebugArrowShift"); Params::NoceFunctionLibrary_DrawDebugArrowShift Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.Start = std::move(Start); Parms.End = std::move(End); Parms.LineColor = std::move(LineColor); Parms.ArrowSize = ArrowSize; Parms.Offset = Offset; Parms.duration = duration; Parms.Thinkness = Thinkness; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFunctionLibrary.DrawDebugFan // (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& Origi (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& Direction (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float MinRadius (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float MaxRadius (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float Degree (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 Segments (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FLinearColor& LineColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float Lifetime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // uint8 DepthPriority (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float Thickness (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceFunctionLibrary::DrawDebugFan(class UObject* WorldContextObject, const struct FVector& Origi, const struct FVector& Direction, float MinRadius, float MaxRadius, float Degree, int32 Segments, const struct FLinearColor& LineColor, float Lifetime, uint8 DepthPriority, float Thickness) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "DrawDebugFan"); Params::NoceFunctionLibrary_DrawDebugFan Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.Origi = std::move(Origi); Parms.Direction = std::move(Direction); Parms.MinRadius = MinRadius; Parms.MaxRadius = MaxRadius; Parms.Degree = Degree; Parms.Segments = Segments; Parms.LineColor = std::move(LineColor); Parms.Lifetime = Lifetime; Parms.DepthPriority = DepthPriority; Parms.Thickness = Thickness; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFunctionLibrary.DrawDebugFanByCenter // (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& Origi (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& Center (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float FrontDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float BackDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float Angle (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FLinearColor& LineColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float Lifetime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // uint8 DepthPriority (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float Thickness (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceFunctionLibrary::DrawDebugFanByCenter(class UObject* WorldContextObject, const struct FVector& Origi, const struct FVector& Center, float FrontDistance, float BackDistance, float Angle, const struct FLinearColor& LineColor, float Lifetime, uint8 DepthPriority, float Thickness) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "DrawDebugFanByCenter"); Params::NoceFunctionLibrary_DrawDebugFanByCenter Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.Origi = std::move(Origi); Parms.Center = std::move(Center); Parms.FrontDistance = FrontDistance; Parms.BackDistance = BackDistance; Parms.Angle = Angle; Parms.LineColor = std::move(LineColor); Parms.Lifetime = Lifetime; Parms.DepthPriority = DepthPriority; Parms.Thickness = Thickness; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFunctionLibrary.EnableMaterialSlots // (Final, Native, Static, Public, HasOutParams, BlueprintCallable) // Parameters: // bool bEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class USkeletalMeshComponent* InComp (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const TArray& InMatSlotNames (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) void UNoceFunctionLibrary::EnableMaterialSlots(bool bEnable, class USkeletalMeshComponent* InComp, const TArray& InMatSlotNames) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "EnableMaterialSlots"); Params::NoceFunctionLibrary_EnableMaterialSlots Parms{}; Parms.bEnable = bEnable; Parms.InComp = InComp; Parms.InMatSlotNames = std::move(InMatSlotNames); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFunctionLibrary.Equal_ActorRecord // (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // const struct FNoceActorRecord& A (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // const class UObject* B (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceFunctionLibrary::Equal_ActorRecord(const struct FNoceActorRecord& A, const class UObject* B) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "Equal_ActorRecord"); Params::NoceFunctionLibrary_Equal_ActorRecord Parms{}; Parms.A = std::move(A); Parms.B = B; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.Equal_Record // (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // const struct FNoceObjectRecord& A (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // const class UObject* B (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceFunctionLibrary::Equal_Record(const struct FNoceObjectRecord& A, const class UObject* B) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "Equal_Record"); Params::NoceFunctionLibrary_Equal_Record Parms{}; Parms.A = std::move(A); Parms.B = B; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.ExecuteConsoleCmdFromSeqData // (Final, Native, Static, Public, HasOutParams, BlueprintCallable) // Parameters: // const struct FNoceSeqData& InData (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) void UNoceFunctionLibrary::ExecuteConsoleCmdFromSeqData(const struct FNoceSeqData& InData) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "ExecuteConsoleCmdFromSeqData"); Params::NoceFunctionLibrary_ExecuteConsoleCmdFromSeqData Parms{}; Parms.InData = std::move(InData); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFunctionLibrary.ExecuteConsoleCommandWithTag // (Final, Native, Static, Public, HasOutParams, BlueprintCallable) // Parameters: // const class FString& Command (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FString& Param (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FName& InTagName (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceFunctionLibrary::ExecuteConsoleCommandWithTag(const class FString& Command, const class FString& Param, const class FName& InTagName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "ExecuteConsoleCommandWithTag"); Params::NoceFunctionLibrary_ExecuteConsoleCommandWithTag Parms{}; Parms.Command = std::move(Command); Parms.Param = std::move(Param); Parms.InTagName = InTagName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFunctionLibrary.ExecuteSeqDataCmdWithTagForHighSpec // (Final, Native, Static, Public, HasOutParams, BlueprintCallable) // Parameters: // const class FString& Command (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FNoceSeqDataCmd& InData (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic) // const class FName& InTagName (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceFunctionLibrary::ExecuteSeqDataCmdWithTagForHighSpec(const class FString& Command, const struct FNoceSeqDataCmd& InData, const class FName& InTagName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "ExecuteSeqDataCmdWithTagForHighSpec"); Params::NoceFunctionLibrary_ExecuteSeqDataCmdWithTagForHighSpec Parms{}; Parms.Command = std::move(Command); Parms.InData = std::move(InData); Parms.InTagName = InTagName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFunctionLibrary.ForceClothNextUpdateTeleport // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class ANoceCharacter* InCharacter (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceFunctionLibrary::ForceClothNextUpdateTeleport(class ANoceCharacter* InCharacter) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "ForceClothNextUpdateTeleport"); Params::NoceFunctionLibrary_ForceClothNextUpdateTeleport Parms{}; Parms.InCharacter = InCharacter; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFunctionLibrary.ForceStopSlotAnimation // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UAnimInstance* InAnimInstance (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InBlendOutTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName SlotNodeName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceFunctionLibrary::ForceStopSlotAnimation(class UAnimInstance* InAnimInstance, float InBlendOutTime, class FName SlotNodeName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "ForceStopSlotAnimation"); Params::NoceFunctionLibrary_ForceStopSlotAnimation Parms{}; Parms.InAnimInstance = InAnimInstance; Parms.InBlendOutTime = InBlendOutTime; Parms.SlotNodeName = SlotNodeName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFunctionLibrary.GenerateRandomForceVector_Hatcher100 // (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure) // Parameters: // const struct FNoceRandomForceVectorData&InData (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic) // float InTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float DeltaTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& Direction (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& DirectionOffset (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TArray& OutRandomVectorStorage_Previous (Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // TArray& OutRandomVectorStorage_Next (Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // TArray& OutRandomVectorStorage_LocalTimer (Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) struct FVector UNoceFunctionLibrary::GenerateRandomForceVector_Hatcher100(const struct FNoceRandomForceVectorData& InData, float InTime, float DeltaTime, const struct FVector& Direction, const struct FVector& DirectionOffset, TArray& OutRandomVectorStorage_Previous, TArray& OutRandomVectorStorage_Next, TArray& OutRandomVectorStorage_LocalTimer) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GenerateRandomForceVector_Hatcher100"); Params::NoceFunctionLibrary_GenerateRandomForceVector_Hatcher100 Parms{}; Parms.InData = std::move(InData); Parms.InTime = InTime; Parms.DeltaTime = DeltaTime; Parms.Direction = std::move(Direction); Parms.DirectionOffset = std::move(DirectionOffset); Parms.OutRandomVectorStorage_Previous = std::move(OutRandomVectorStorage_Previous); Parms.OutRandomVectorStorage_Next = std::move(OutRandomVectorStorage_Next); Parms.OutRandomVectorStorage_LocalTimer = std::move(OutRandomVectorStorage_LocalTimer); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; OutRandomVectorStorage_Previous = std::move(Parms.OutRandomVectorStorage_Previous); OutRandomVectorStorage_Next = std::move(Parms.OutRandomVectorStorage_Next); OutRandomVectorStorage_LocalTimer = std::move(Parms.OutRandomVectorStorage_LocalTimer); return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.GenerateRandomForceVector_TsukumoBody // (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure) // Parameters: // const struct FNoceRandomForceVectorData&InData (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic) // float InTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float DeltaTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& Direction (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& DirectionOffset (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TArray& OutRandomVectorStorage_Previous (Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // TArray& OutRandomVectorStorage_Next (Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // TArray& OutRandomVectorStorage_LocalTimer (Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) struct FVector UNoceFunctionLibrary::GenerateRandomForceVector_TsukumoBody(const struct FNoceRandomForceVectorData& InData, float InTime, float DeltaTime, const struct FVector& Direction, const struct FVector& DirectionOffset, TArray& OutRandomVectorStorage_Previous, TArray& OutRandomVectorStorage_Next, TArray& OutRandomVectorStorage_LocalTimer) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GenerateRandomForceVector_TsukumoBody"); Params::NoceFunctionLibrary_GenerateRandomForceVector_TsukumoBody Parms{}; Parms.InData = std::move(InData); Parms.InTime = InTime; Parms.DeltaTime = DeltaTime; Parms.Direction = std::move(Direction); Parms.DirectionOffset = std::move(DirectionOffset); Parms.OutRandomVectorStorage_Previous = std::move(OutRandomVectorStorage_Previous); Parms.OutRandomVectorStorage_Next = std::move(OutRandomVectorStorage_Next); Parms.OutRandomVectorStorage_LocalTimer = std::move(OutRandomVectorStorage_LocalTimer); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; OutRandomVectorStorage_Previous = std::move(Parms.OutRandomVectorStorage_Previous); OutRandomVectorStorage_Next = std::move(Parms.OutRandomVectorStorage_Next); OutRandomVectorStorage_LocalTimer = std::move(Parms.OutRandomVectorStorage_LocalTimer); return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.GenerateRandomForceVector_TsukumoHair // (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure) // Parameters: // const struct FNoceRandomForceVectorData&InData (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic) // float InTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float DeltaTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& Direction (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& DirectionOffset (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TArray& OutRandomVectorStorage_Previous (Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // TArray& OutRandomVectorStorage_Next (Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // TArray& OutRandomVectorStorage_LocalTimer (Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) struct FVector UNoceFunctionLibrary::GenerateRandomForceVector_TsukumoHair(const struct FNoceRandomForceVectorData& InData, float InTime, float DeltaTime, const struct FVector& Direction, const struct FVector& DirectionOffset, TArray& OutRandomVectorStorage_Previous, TArray& OutRandomVectorStorage_Next, TArray& OutRandomVectorStorage_LocalTimer) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GenerateRandomForceVector_TsukumoHair"); Params::NoceFunctionLibrary_GenerateRandomForceVector_TsukumoHair Parms{}; Parms.InData = std::move(InData); Parms.InTime = InTime; Parms.DeltaTime = DeltaTime; Parms.Direction = std::move(Direction); Parms.DirectionOffset = std::move(DirectionOffset); Parms.OutRandomVectorStorage_Previous = std::move(OutRandomVectorStorage_Previous); Parms.OutRandomVectorStorage_Next = std::move(OutRandomVectorStorage_Next); Parms.OutRandomVectorStorage_LocalTimer = std::move(OutRandomVectorStorage_LocalTimer); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; OutRandomVectorStorage_Previous = std::move(Parms.OutRandomVectorStorage_Previous); OutRandomVectorStorage_Next = std::move(Parms.OutRandomVectorStorage_Next); OutRandomVectorStorage_LocalTimer = std::move(Parms.OutRandomVectorStorage_LocalTimer); return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.GetAllRoundSequenceNames // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // ENoceRoundType RoundType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNoceFunctionLibrary::GetAllRoundSequenceNames(ENoceRoundType RoundType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetAllRoundSequenceNames"); Params::NoceFunctionLibrary_GetAllRoundSequenceNames Parms{}; Parms.RoundType = RoundType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.GetAssetName // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // TSoftObjectPtr Obj (Parm, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) class FString UNoceFunctionLibrary::GetAssetName(TSoftObjectPtr Obj) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetAssetName"); Params::NoceFunctionLibrary_GetAssetName Parms{}; Parms.Obj = Obj; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.GetBinkUrlWithOutfitSuffix // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // class UObject* InWorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FString& InURL (ConstParm, Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) class FString UNoceFunctionLibrary::GetBinkUrlWithOutfitSuffix(class UObject* InWorldContextObject, const class FString& InURL) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetBinkUrlWithOutfitSuffix"); Params::NoceFunctionLibrary_GetBinkUrlWithOutfitSuffix Parms{}; Parms.InWorldContextObject = InWorldContextObject; Parms.InURL = std::move(InURL); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.GetBPCDOMeshComponents // (Final, Native, Static, Public, HasOutParams, BlueprintCallable) // Parameters: // class UClass* InActorClass (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TArray* OutArray (Parm, OutParm, ZeroConstructor, ContainsInstancedReference, NativeAccessSpecifierPublic) void UNoceFunctionLibrary::GetBPCDOMeshComponents(class UClass* InActorClass, TArray* OutArray) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetBPCDOMeshComponents"); Params::NoceFunctionLibrary_GetBPCDOMeshComponents Parms{}; Parms.InActorClass = InActorClass; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutArray != nullptr) *OutArray = std::move(Parms.OutArray); } // Function GameNoce.NoceFunctionLibrary.GetCharacterSlopeAngle // (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // class ACharacter* Character (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const TArray& ObjectTypes (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // float SizeRatio (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool DebugDraw (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNoceFunctionLibrary::GetCharacterSlopeAngle(class ACharacter* Character, const TArray& ObjectTypes, float SizeRatio, bool DebugDraw) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetCharacterSlopeAngle"); Params::NoceFunctionLibrary_GetCharacterSlopeAngle Parms{}; Parms.Character = Character; Parms.ObjectTypes = std::move(ObjectTypes); Parms.SizeRatio = SizeRatio; Parms.DebugDraw = DebugDraw; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.GetCineEventUserTypeFromString // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // const class FString& InStr (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ENoceCineEventUserType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENoceCineEventUserType UNoceFunctionLibrary::GetCineEventUserTypeFromString(const class FString& InStr) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetCineEventUserTypeFromString"); Params::NoceFunctionLibrary_GetCineEventUserTypeFromString Parms{}; Parms.InStr = std::move(InStr); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.GetClassFromAssetData // (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable) // Parameters: // const struct FAssetData& InAssetData (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UClass* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UClass* UNoceFunctionLibrary::GetClassFromAssetData(const struct FAssetData& InAssetData) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetClassFromAssetData"); Params::NoceFunctionLibrary_GetClassFromAssetData Parms{}; Parms.InAssetData = std::move(InAssetData); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.GetCompCollisionType // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UPrimitiveComponent* InComp (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ECollisionEnabled ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ECollisionEnabled UNoceFunctionLibrary::GetCompCollisionType(class UPrimitiveComponent* InComp) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetCompCollisionType"); Params::NoceFunctionLibrary_GetCompCollisionType Parms{}; Parms.InComp = InComp; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.GetCurrentChapterName // (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 UNoceFunctionLibrary::GetCurrentChapterName(class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetCurrentChapterName"); Params::NoceFunctionLibrary_GetCurrentChapterName Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.GetCurrentDefiniteEnding // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ENoceEndingType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENoceEndingType UNoceFunctionLibrary::GetCurrentDefiniteEnding(class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetCurrentDefiniteEnding"); Params::NoceFunctionLibrary_GetCurrentDefiniteEnding Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.GetCurrentEndingBranch // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ENoceEndingType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENoceEndingType UNoceFunctionLibrary::GetCurrentEndingBranch(class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetCurrentEndingBranch"); Params::NoceFunctionLibrary_GetCurrentEndingBranch Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.GetCurrentProgress // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FGameplayTag ReturnValue (Parm, OutParm, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) struct FGameplayTag UNoceFunctionLibrary::GetCurrentProgress(class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetCurrentProgress"); Params::NoceFunctionLibrary_GetCurrentProgress Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.GetCVarCurrentValue // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // const class FString& InCVarName (ConstParm, Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) class FString UNoceFunctionLibrary::GetCVarCurrentValue(const class FString& InCVarName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetCVarCurrentValue"); Params::NoceFunctionLibrary_GetCVarCurrentValue Parms{}; Parms.InCVarName = std::move(InCVarName); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.GetDependencySoftObjPtr // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class ULevelSequence* InSeq (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TSubclassOf InClass (Parm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TArray> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, UObjectWrapper, NativeAccessSpecifierPublic) TArray> UNoceFunctionLibrary::GetDependencySoftObjPtr(class ULevelSequence* InSeq, TSubclassOf InClass) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetDependencySoftObjPtr"); Params::NoceFunctionLibrary_GetDependencySoftObjPtr Parms{}; Parms.InSeq = InSeq; Parms.InClass = InClass; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.GetDiffDegree // (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure) // Parameters: // const struct FVector& AnchorFoward (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& Direction (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNoceFunctionLibrary::GetDiffDegree(const struct FVector& AnchorFoward, const struct FVector& Direction) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetDiffDegree"); Params::NoceFunctionLibrary_GetDiffDegree Parms{}; Parms.AnchorFoward = std::move(AnchorFoward); Parms.Direction = std::move(Direction); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.GetForwardDiffDegree // (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure) // Parameters: // class AActor* Anchor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& Check (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNoceFunctionLibrary::GetForwardDiffDegree(class AActor* Anchor, const struct FVector& Check) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetForwardDiffDegree"); Params::NoceFunctionLibrary_GetForwardDiffDegree Parms{}; Parms.Anchor = Anchor; Parms.Check = std::move(Check); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.GetGameActionLevel // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ENoceActionLevel ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENoceActionLevel UNoceFunctionLibrary::GetGameActionLevel(class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetGameActionLevel"); Params::NoceFunctionLibrary_GetGameActionLevel Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.GetGameRiddleLevel // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ENoceRiddleLevel ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENoceRiddleLevel UNoceFunctionLibrary::GetGameRiddleLevel(class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetGameRiddleLevel"); Params::NoceFunctionLibrary_GetGameRiddleLevel Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.GetGameRound // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ENoceRoundType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENoceRoundType UNoceFunctionLibrary::GetGameRound(class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetGameRound"); Params::NoceFunctionLibrary_GetGameRound Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.GetGlobalTimeDilationMultiplier // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNoceFunctionLibrary::GetGlobalTimeDilationMultiplier(const class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetGlobalTimeDilationMultiplier"); Params::NoceFunctionLibrary_GetGlobalTimeDilationMultiplier Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.GetHitReactionFourWay // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InAngel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ENoceHitReactionFourWayType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENoceHitReactionFourWayType UNoceFunctionLibrary::GetHitReactionFourWay(class UObject* WorldContextObject, float InAngel) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetHitReactionFourWay"); Params::NoceFunctionLibrary_GetHitReactionFourWay Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.InAngel = InAngel; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.GetHitReactionTwoWay // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InAngel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ENoceHitReactionTwoWayType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENoceHitReactionTwoWayType UNoceFunctionLibrary::GetHitReactionTwoWay(class UObject* WorldContextObject, float InAngel) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetHitReactionTwoWay"); Params::NoceFunctionLibrary_GetHitReactionTwoWay Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.InAngel = InAngel; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.GetInputMappingVectorFromCameraRotate // (Final, Native, Static, Public, HasDefaults, BlueprintCallable) // Parameters: // const struct FRotator& InCameraRotator (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // float InInputForward (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InInputRight (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) struct FVector UNoceFunctionLibrary::GetInputMappingVectorFromCameraRotate(const struct FRotator& InCameraRotator, float InInputForward, float InInputRight) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetInputMappingVectorFromCameraRotate"); Params::NoceFunctionLibrary_GetInputMappingVectorFromCameraRotate Parms{}; Parms.InCameraRotator = std::move(InCameraRotator); Parms.InInputForward = InInputForward; Parms.InInputRight = InInputRight; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.GetMediaName // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UMediaPlayer* MediaPlayer (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class FName UNoceFunctionLibrary::GetMediaName(class UMediaPlayer* MediaPlayer) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetMediaName"); Params::NoceFunctionLibrary_GetMediaName Parms{}; Parms.MediaPlayer = MediaPlayer; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.GetNiagaraVariableBool // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UNiagaraComponent* NiagaraComponent (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName InVariableName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceFunctionLibrary::GetNiagaraVariableBool(class UNiagaraComponent* NiagaraComponent, class FName InVariableName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetNiagaraVariableBool"); Params::NoceFunctionLibrary_GetNiagaraVariableBool Parms{}; Parms.NiagaraComponent = NiagaraComponent; Parms.InVariableName = InVariableName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.GetNiagaraVariableFloat // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UNiagaraComponent* NiagaraComponent (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName InVariableName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNoceFunctionLibrary::GetNiagaraVariableFloat(class UNiagaraComponent* NiagaraComponent, class FName InVariableName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetNiagaraVariableFloat"); Params::NoceFunctionLibrary_GetNiagaraVariableFloat Parms{}; Parms.NiagaraComponent = NiagaraComponent; Parms.InVariableName = InVariableName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.GetNiagaraVariableLinearColor // (Final, Native, Static, Public, HasDefaults, BlueprintCallable) // Parameters: // class UNiagaraComponent* NiagaraComponent (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName InVariableName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FLinearColor ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) struct FLinearColor UNoceFunctionLibrary::GetNiagaraVariableLinearColor(class UNiagaraComponent* NiagaraComponent, class FName InVariableName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetNiagaraVariableLinearColor"); Params::NoceFunctionLibrary_GetNiagaraVariableLinearColor Parms{}; Parms.NiagaraComponent = NiagaraComponent; Parms.InVariableName = InVariableName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.GetNiagaraVariableVector // (Final, Native, Static, Public, HasDefaults, BlueprintCallable) // Parameters: // class UNiagaraComponent* NiagaraComponent (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName InVariableName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) struct FVector UNoceFunctionLibrary::GetNiagaraVariableVector(class UNiagaraComponent* NiagaraComponent, class FName InVariableName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetNiagaraVariableVector"); Params::NoceFunctionLibrary_GetNiagaraVariableVector Parms{}; Parms.NiagaraComponent = NiagaraComponent; Parms.InVariableName = InVariableName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.GetNoceCheatManager // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UNoceCheatManager* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UNoceCheatManager* UNoceFunctionLibrary::GetNoceCheatManager(class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetNoceCheatManager"); Params::NoceFunctionLibrary_GetNoceCheatManager Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.GetNoceGameInstance // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UNoceGameInstance* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UNoceGameInstance* UNoceFunctionLibrary::GetNoceGameInstance(class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetNoceGameInstance"); Params::NoceFunctionLibrary_GetNoceGameInstance Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.GetNoceGameMode // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class ANoceGameMode* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class ANoceGameMode* UNoceFunctionLibrary::GetNoceGameMode(class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetNoceGameMode"); Params::NoceFunctionLibrary_GetNoceGameMode Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.GetNoceGameState // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class ANoceGameState* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class ANoceGameState* UNoceFunctionLibrary::GetNoceGameState(class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetNoceGameState"); Params::NoceFunctionLibrary_GetNoceGameState Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.GetNoceGlobalDelegates // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UNoceGlobalDelegates* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UNoceGlobalDelegates* UNoceFunctionLibrary::GetNoceGlobalDelegates(const class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetNoceGlobalDelegates"); Params::NoceFunctionLibrary_GetNoceGlobalDelegates Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.GetNocePlayerCharater // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class ANocePlayerCharacter* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class ANocePlayerCharacter* UNoceFunctionLibrary::GetNocePlayerCharater(class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetNocePlayerCharater"); Params::NoceFunctionLibrary_GetNocePlayerCharater Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.GetPhysicsAssetCollision // (Final, Native, Static, Public, HasOutParams, BlueprintCallable) // Parameters: // class USkeletalMeshComponent* InSkeletalMesh (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName InBoneName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ECollisionEnabled* OutCollisionEnabled (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceFunctionLibrary::GetPhysicsAssetCollision(class USkeletalMeshComponent* InSkeletalMesh, class FName InBoneName, ECollisionEnabled* OutCollisionEnabled) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetPhysicsAssetCollision"); Params::NoceFunctionLibrary_GetPhysicsAssetCollision Parms{}; Parms.InSkeletalMesh = InSkeletalMesh; Parms.InBoneName = InBoneName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutCollisionEnabled != nullptr) *OutCollisionEnabled = Parms.OutCollisionEnabled; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.GetPlaySequenceStateSeqActor // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AActor* UNoceFunctionLibrary::GetPlaySequenceStateSeqActor(const class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetPlaySequenceStateSeqActor"); Params::NoceFunctionLibrary_GetPlaySequenceStateSeqActor Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.GetPreSeamlessMontagePlayRate // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UAnimMontage* InMontage (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InDuration (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNoceFunctionLibrary::GetPreSeamlessMontagePlayRate(class UAnimMontage* InMontage, float InDuration) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetPreSeamlessMontagePlayRate"); Params::NoceFunctionLibrary_GetPreSeamlessMontagePlayRate Parms{}; Parms.InMontage = InMontage; Parms.InDuration = InDuration; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.GetPreSeamlessMotionWarppingDuration // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UAnimMontage* InMontage (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNoceFunctionLibrary::GetPreSeamlessMotionWarppingDuration(class UAnimMontage* InMontage) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetPreSeamlessMotionWarppingDuration"); Params::NoceFunctionLibrary_GetPreSeamlessMotionWarppingDuration Parms{}; Parms.InMontage = InMontage; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.GetPreviewLightSet // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) class FString UNoceFunctionLibrary::GetPreviewLightSet(const class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetPreviewLightSet"); Params::NoceFunctionLibrary_GetPreviewLightSet Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.GetRBANAlphaRatio // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNoceFunctionLibrary::GetRBANAlphaRatio() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetRBANAlphaRatio"); Params::NoceFunctionLibrary_GetRBANAlphaRatio Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.GetSeqDataAssetPackageNameFromSeq // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // TSoftObjectPtrPlaySeq (Parm, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) class FString UNoceFunctionLibrary::GetSeqDataAssetPackageNameFromSeq(TSoftObjectPtr PlaySeq) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetSeqDataAssetPackageNameFromSeq"); Params::NoceFunctionLibrary_GetSeqDataAssetPackageNameFromSeq Parms{}; Parms.PlaySeq = PlaySeq; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.GetSequenceName // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class ULevelSequencePlayer* SequencePlayer (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class FName UNoceFunctionLibrary::GetSequenceName(class ULevelSequencePlayer* SequencePlayer) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetSequenceName"); Params::NoceFunctionLibrary_GetSequenceName Parms{}; Parms.SequencePlayer = SequencePlayer; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.GetSkirtSlopeAdjustRatio // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNoceFunctionLibrary::GetSkirtSlopeAdjustRatio() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetSkirtSlopeAdjustRatio"); Params::NoceFunctionLibrary_GetSkirtSlopeAdjustRatio Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.GetSpineSocketRotationYaw // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class AActor* InTargetActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName InSpineSocketName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNoceFunctionLibrary::GetSpineSocketRotationYaw(class AActor* InTargetActor, class FName InSpineSocketName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetSpineSocketRotationYaw"); Params::NoceFunctionLibrary_GetSpineSocketRotationYaw Parms{}; Parms.InTargetActor = InTargetActor; Parms.InSpineSocketName = InSpineSocketName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.GetTimeManager // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 PlayerIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class ANoceTimeManager* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class ANoceTimeManager* UNoceFunctionLibrary::GetTimeManager(const class UObject* WorldContextObject, int32 PlayerIndex) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetTimeManager"); Params::NoceFunctionLibrary_GetTimeManager Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.PlayerIndex = PlayerIndex; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.GetTraceOffset // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // const class UAnimInstance* InAnimInstance (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName SocketName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float TraceUpDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float TraceDownDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ShowDebug (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNoceFunctionLibrary::GetTraceOffset(const class UAnimInstance* InAnimInstance, class FName SocketName, float TraceUpDistance, float TraceDownDistance, bool ShowDebug) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetTraceOffset"); Params::NoceFunctionLibrary_GetTraceOffset Parms{}; Parms.InAnimInstance = InAnimInstance; Parms.SocketName = SocketName; Parms.TraceUpDistance = TraceUpDistance; Parms.TraceDownDistance = TraceDownDistance; Parms.ShowDebug = ShowDebug; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.GetWeaponSubSystem // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UNoceWeaponSubsystem* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UNoceWeaponSubsystem* UNoceFunctionLibrary::GetWeaponSubSystem(const class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetWeaponSubSystem"); Params::NoceFunctionLibrary_GetWeaponSubSystem Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.HandleRestartGame // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceFunctionLibrary::HandleRestartGame(class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "HandleRestartGame"); Params::NoceFunctionLibrary_HandleRestartGame Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFunctionLibrary.HasQualitySwitchNode // (Final, Native, Static, Public, HasOutParams, BlueprintCallable) // Parameters: // class UMaterial* InMaterial (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FString* Info (Parm, OutParm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceFunctionLibrary::HasQualitySwitchNode(class UMaterial* InMaterial, class FString* Info) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "HasQualitySwitchNode"); Params::NoceFunctionLibrary_HasQualitySwitchNode Parms{}; Parms.InMaterial = InMaterial; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Info != nullptr) *Info = std::move(Parms.Info); return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.IsActionLevelChill // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // ENoceActionLevel InActionLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceFunctionLibrary::IsActionLevelChill(ENoceActionLevel InActionLevel) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "IsActionLevelChill"); Params::NoceFunctionLibrary_IsActionLevelChill Parms{}; Parms.InActionLevel = InActionLevel; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.IsActiveEffectHandleValid // (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // const struct FActiveGameplayEffectHandle&InEffectHandle (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceFunctionLibrary::IsActiveEffectHandleValid(const struct FActiveGameplayEffectHandle& InEffectHandle) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "IsActiveEffectHandleValid"); Params::NoceFunctionLibrary_IsActiveEffectHandleValid Parms{}; Parms.InEffectHandle = std::move(InEffectHandle); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.IsActiveMovieSceneExecutor // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceFunctionLibrary::IsActiveMovieSceneExecutor() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "IsActiveMovieSceneExecutor"); Params::NoceFunctionLibrary_IsActiveMovieSceneExecutor Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.IsActivePreloadSequenceAndSeqData // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceFunctionLibrary::IsActivePreloadSequenceAndSeqData() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "IsActivePreloadSequenceAndSeqData"); Params::NoceFunctionLibrary_IsActivePreloadSequenceAndSeqData Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.IsActivePreloadSeqUpdateDataLayer // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceFunctionLibrary::IsActivePreloadSeqUpdateDataLayer() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "IsActivePreloadSeqUpdateDataLayer"); Params::NoceFunctionLibrary_IsActivePreloadSeqUpdateDataLayer Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.IsActorOfClass // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // class AActor* Actor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const TSoftClassPtr Class_0 (ConstParm, Parm, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceFunctionLibrary::IsActorOfClass(class AActor* Actor, const TSoftClassPtr Class_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "IsActorOfClass"); Params::NoceFunctionLibrary_IsActorOfClass Parms{}; Parms.Actor = Actor; Parms.Class_0 = Class_0; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.IsCurrentActionLevelChill // (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 UNoceFunctionLibrary::IsCurrentActionLevelChill(class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "IsCurrentActionLevelChill"); Params::NoceFunctionLibrary_IsCurrentActionLevelChill Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.IsForceJumpPlaybackPosByCmd // (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 UNoceFunctionLibrary::IsForceJumpPlaybackPosByCmd(class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "IsForceJumpPlaybackPosByCmd"); Params::NoceFunctionLibrary_IsForceJumpPlaybackPosByCmd Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.IsGame // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceFunctionLibrary::IsGame(const class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "IsGame"); Params::NoceFunctionLibrary_IsGame Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.IsInEndGameProgress // (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 UNoceFunctionLibrary::IsInEndGameProgress(class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "IsInEndGameProgress"); Params::NoceFunctionLibrary_IsInEndGameProgress Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.IsInEvent // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceFunctionLibrary::IsInEvent(const class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "IsInEvent"); Params::NoceFunctionLibrary_IsInEvent Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.IsInPartitionedWorld // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceFunctionLibrary::IsInPartitionedWorld(const class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "IsInPartitionedWorld"); Params::NoceFunctionLibrary_IsInPartitionedWorld Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.IsInPlaySequenceState // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceFunctionLibrary::IsInPlaySequenceState(const class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "IsInPlaySequenceState"); Params::NoceFunctionLibrary_IsInPlaySequenceState Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.IsNiagaraComplete // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UNiagaraComponent* InNiagaraComponent (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceFunctionLibrary::IsNiagaraComplete(class UNiagaraComponent* InNiagaraComponent) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "IsNiagaraComplete"); Params::NoceFunctionLibrary_IsNiagaraComplete Parms{}; Parms.InNiagaraComponent = InNiagaraComponent; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.IsPlayerInputDirectionIsOppositeToCharacter // (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 UNoceFunctionLibrary::IsPlayerInputDirectionIsOppositeToCharacter(class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "IsPlayerInputDirectionIsOppositeToCharacter"); Params::NoceFunctionLibrary_IsPlayerInputDirectionIsOppositeToCharacter Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.IsPointInFanShape // (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure) // Parameters: // const struct FVector& Origin (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& Direction (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& TargetPoint (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float Angle (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float MinRadius (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float MaxRadius (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceFunctionLibrary::IsPointInFanShape(const struct FVector& Origin, const struct FVector& Direction, const struct FVector& TargetPoint, float Angle, float MinRadius, float MaxRadius) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "IsPointInFanShape"); Params::NoceFunctionLibrary_IsPointInFanShape Parms{}; Parms.Origin = std::move(Origin); Parms.Direction = std::move(Direction); Parms.TargetPoint = std::move(TargetPoint); Parms.Angle = Angle; Parms.MinRadius = MinRadius; Parms.MaxRadius = MaxRadius; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.IsProgressConditionMatch // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayTagContainer& InProgressCondition (Parm, NativeAccessSpecifierPublic) // bool ExactProgress (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayTagContainer& InNeedAddTag (Parm, NativeAccessSpecifierPublic) // bool NeedAllAddTag (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 NeedAddTagNum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayTagContainer& InWithoutAddTag (Parm, NativeAccessSpecifierPublic) // bool WithoutAllTag (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceFunctionLibrary::IsProgressConditionMatch(class UObject* WorldContextObject, const struct FGameplayTagContainer& InProgressCondition, bool ExactProgress, const struct FGameplayTagContainer& InNeedAddTag, bool NeedAllAddTag, int32 NeedAddTagNum, const struct FGameplayTagContainer& InWithoutAddTag, bool WithoutAllTag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "IsProgressConditionMatch"); Params::NoceFunctionLibrary_IsProgressConditionMatch Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.InProgressCondition = std::move(InProgressCondition); Parms.ExactProgress = ExactProgress; Parms.InNeedAddTag = std::move(InNeedAddTag); Parms.NeedAllAddTag = NeedAllAddTag; Parms.NeedAddTagNum = NeedAddTagNum; Parms.InWithoutAddTag = std::move(InWithoutAddTag); Parms.WithoutAllTag = WithoutAllTag; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.IsShowDebugInfoForRBANBlending // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceFunctionLibrary::IsShowDebugInfoForRBANBlending(const class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "IsShowDebugInfoForRBANBlending"); Params::NoceFunctionLibrary_IsShowDebugInfoForRBANBlending Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.KawaiiWarmUpForCharacter // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class ANoceCharacter* InCharacter (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 WarmUpFrames (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceFunctionLibrary::KawaiiWarmUpForCharacter(class ANoceCharacter* InCharacter, int32 WarmUpFrames) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "KawaiiWarmUpForCharacter"); Params::NoceFunctionLibrary_KawaiiWarmUpForCharacter Parms{}; Parms.InCharacter = InCharacter; Parms.WarmUpFrames = WarmUpFrames; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFunctionLibrary.MessageOpen // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // const class FString& Message (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceFunctionLibrary::MessageOpen(const class FString& Message) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "MessageOpen"); Params::NoceFunctionLibrary_MessageOpen Parms{}; Parms.Message = std::move(Message); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFunctionLibrary.MRQ_TriggerPlayStart // (Final, Native, Static, Public, HasDefaults, BlueprintCallable) // Parameters: // const struct FSoftObjectPath& InSeq (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceFunctionLibrary::MRQ_TriggerPlayStart(const struct FSoftObjectPath& InSeq) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "MRQ_TriggerPlayStart"); Params::NoceFunctionLibrary_MRQ_TriggerPlayStart Parms{}; Parms.InSeq = std::move(InSeq); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.Noce_Seq_Trace_BookMark // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FString& InLogString (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceFunctionLibrary::Noce_Seq_Trace_BookMark(class UObject* WorldContextObject, const class FString& InLogString) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "Noce_Seq_Trace_BookMark"); Params::NoceFunctionLibrary_Noce_Seq_Trace_BookMark Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.InLogString = std::move(InLogString); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFunctionLibrary.Noce_Trace_BookMark // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // const class FString& InLogString (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceFunctionLibrary::Noce_Trace_BookMark(const class FString& InLogString) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "Noce_Trace_BookMark"); Params::NoceFunctionLibrary_Noce_Trace_BookMark Parms{}; Parms.InLogString = std::move(InLogString); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFunctionLibrary.NoceCapsuleTraceSingleForObjectsFirstBlock // (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable) // Parameters: // const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ECollisionChannel BlockChannel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& Start (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& End (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float Radius (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float HalfHeight (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const TArray& ObjectTypes (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // bool bTraceComplex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const TArray& ActorsToIgnore (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // EDrawDebugTrace DrawDebugType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FHitResult* OutHit (Parm, OutParm, IsPlainOldData, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic) // bool bIgnoreSelf (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName SkipTag (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FLinearColor& TraceColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FLinearColor& TraceHitColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float DrawTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceFunctionLibrary::NoceCapsuleTraceSingleForObjectsFirstBlock(const class UObject* WorldContextObject, ECollisionChannel BlockChannel, const struct FVector& Start, const struct FVector& End, float Radius, float HalfHeight, const TArray& ObjectTypes, bool bTraceComplex, const TArray& ActorsToIgnore, EDrawDebugTrace DrawDebugType, struct FHitResult* OutHit, bool bIgnoreSelf, class FName SkipTag, const struct FLinearColor& TraceColor, const struct FLinearColor& TraceHitColor, float DrawTime) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "NoceCapsuleTraceSingleForObjectsFirstBlock"); Params::NoceFunctionLibrary_NoceCapsuleTraceSingleForObjectsFirstBlock Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.BlockChannel = BlockChannel; Parms.Start = std::move(Start); Parms.End = std::move(End); Parms.Radius = Radius; Parms.HalfHeight = HalfHeight; Parms.ObjectTypes = std::move(ObjectTypes); Parms.bTraceComplex = bTraceComplex; Parms.ActorsToIgnore = std::move(ActorsToIgnore); Parms.DrawDebugType = DrawDebugType; Parms.bIgnoreSelf = bIgnoreSelf; Parms.SkipTag = SkipTag; Parms.TraceColor = std::move(TraceColor); Parms.TraceHitColor = std::move(TraceHitColor); Parms.DrawTime = DrawTime; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutHit != nullptr) *OutHit = std::move(Parms.OutHit); return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.NoceLineTraceSingleForObjectsFirstBlock // (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable) // Parameters: // const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ECollisionChannel BlockChannel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& Start (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& End (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const TArray& ObjectTypes (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // bool bTraceComplex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const TArray& ActorsToIgnore (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // EDrawDebugTrace DrawDebugType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FHitResult* OutHit (Parm, OutParm, IsPlainOldData, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic) // bool bIgnoreSelf (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName SkipTag (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FLinearColor& TraceColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FLinearColor& TraceHitColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float DrawTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceFunctionLibrary::NoceLineTraceSingleForObjectsFirstBlock(const class UObject* WorldContextObject, ECollisionChannel BlockChannel, const struct FVector& Start, const struct FVector& End, const TArray& ObjectTypes, bool bTraceComplex, const TArray& ActorsToIgnore, EDrawDebugTrace DrawDebugType, struct FHitResult* OutHit, bool bIgnoreSelf, class FName SkipTag, const struct FLinearColor& TraceColor, const struct FLinearColor& TraceHitColor, float DrawTime) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "NoceLineTraceSingleForObjectsFirstBlock"); Params::NoceFunctionLibrary_NoceLineTraceSingleForObjectsFirstBlock Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.BlockChannel = BlockChannel; Parms.Start = std::move(Start); Parms.End = std::move(End); Parms.ObjectTypes = std::move(ObjectTypes); Parms.bTraceComplex = bTraceComplex; Parms.ActorsToIgnore = std::move(ActorsToIgnore); Parms.DrawDebugType = DrawDebugType; Parms.bIgnoreSelf = bIgnoreSelf; Parms.SkipTag = SkipTag; Parms.TraceColor = std::move(TraceColor); Parms.TraceHitColor = std::move(TraceHitColor); Parms.DrawTime = DrawTime; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutHit != nullptr) *OutHit = std::move(Parms.OutHit); return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.NoceSphereTraceSingleForObjectsFirstBlock // (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable) // Parameters: // const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ECollisionChannel BlockChannel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& Start (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& End (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float Radius (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const TArray& ObjectTypes (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // bool bTraceComplex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const TArray& ActorsToIgnore (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // EDrawDebugTrace DrawDebugType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FHitResult* OutHit (Parm, OutParm, IsPlainOldData, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic) // bool bIgnoreSelf (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName SkipTag (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FLinearColor& TraceColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FLinearColor& TraceHitColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float DrawTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceFunctionLibrary::NoceSphereTraceSingleForObjectsFirstBlock(const class UObject* WorldContextObject, ECollisionChannel BlockChannel, const struct FVector& Start, const struct FVector& End, float Radius, const TArray& ObjectTypes, bool bTraceComplex, const TArray& ActorsToIgnore, EDrawDebugTrace DrawDebugType, struct FHitResult* OutHit, bool bIgnoreSelf, class FName SkipTag, const struct FLinearColor& TraceColor, const struct FLinearColor& TraceHitColor, float DrawTime) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "NoceSphereTraceSingleForObjectsFirstBlock"); Params::NoceFunctionLibrary_NoceSphereTraceSingleForObjectsFirstBlock Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.BlockChannel = BlockChannel; Parms.Start = std::move(Start); Parms.End = std::move(End); Parms.Radius = Radius; Parms.ObjectTypes = std::move(ObjectTypes); Parms.bTraceComplex = bTraceComplex; Parms.ActorsToIgnore = std::move(ActorsToIgnore); Parms.DrawDebugType = DrawDebugType; Parms.bIgnoreSelf = bIgnoreSelf; Parms.SkipTag = SkipTag; Parms.TraceColor = std::move(TraceColor); Parms.TraceHitColor = std::move(TraceHitColor); Parms.DrawTime = DrawTime; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutHit != nullptr) *OutHit = std::move(Parms.OutHit); return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.PlayerScarfResetDynmaics // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class ANocePlayerCharacter* InPlayer (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ETeleportType TeleportType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceFunctionLibrary::PlayerScarfResetDynmaics(class ANocePlayerCharacter* InPlayer, ETeleportType TeleportType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "PlayerScarfResetDynmaics"); Params::NoceFunctionLibrary_PlayerScarfResetDynmaics Parms{}; Parms.InPlayer = InPlayer; Parms.TeleportType = TeleportType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFunctionLibrary.PlayerSkirtResetDynmaics // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class ANocePlayerCharacter* InPlayer (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ETeleportType TeleportType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceFunctionLibrary::PlayerSkirtResetDynmaics(class ANocePlayerCharacter* InPlayer, ETeleportType TeleportType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "PlayerSkirtResetDynmaics"); Params::NoceFunctionLibrary_PlayerSkirtResetDynmaics Parms{}; Parms.InPlayer = InPlayer; Parms.TeleportType = TeleportType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFunctionLibrary.ProcessSolveLumenGhostingCmds // (Final, Native, Static, Public, HasOutParams, BlueprintCallable) // Parameters: // const class FName& InSeqName (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceFunctionLibrary::ProcessSolveLumenGhostingCmds(const class FName& InSeqName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "ProcessSolveLumenGhostingCmds"); Params::NoceFunctionLibrary_ProcessSolveLumenGhostingCmds Parms{}; Parms.InSeqName = InSeqName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFunctionLibrary.RandomFloatRange_ThreadSafe // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // float InSeed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InMin (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InMax (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNoceFunctionLibrary::RandomFloatRange_ThreadSafe(float InSeed, float InMin, float InMax) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "RandomFloatRange_ThreadSafe"); Params::NoceFunctionLibrary_RandomFloatRange_ThreadSafe Parms{}; Parms.InSeed = InSeed; Parms.InMin = InMin; Parms.InMax = InMax; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.RefreshNoceLightSavableData // (Final, Native, Static, Public, HasOutParams, BlueprintCallable) // Parameters: // const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class ULightComponent* InLightComp (ConstParm, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FNoceLightSavableData& OutData (Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic) void UNoceFunctionLibrary::RefreshNoceLightSavableData(const class UObject* WorldContextObject, const class ULightComponent* InLightComp, struct FNoceLightSavableData& OutData) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "RefreshNoceLightSavableData"); Params::NoceFunctionLibrary_RefreshNoceLightSavableData Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.InLightComp = InLightComp; Parms.OutData = std::move(OutData); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; OutData = std::move(Parms.OutData); } // Function GameNoce.NoceFunctionLibrary.ReplacePlayerCharMaterialByCharMeshType // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class USkeletalMeshComponent* InComp (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReplaceMatIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UMaterialInterface* DefaultMat (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UMaterialInterface* PureWhite (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UMaterialInterface* PinkRabbit (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceFunctionLibrary::ReplacePlayerCharMaterialByCharMeshType(class USkeletalMeshComponent* InComp, int32 ReplaceMatIndex, class UMaterialInterface* DefaultMat, class UMaterialInterface* PureWhite, class UMaterialInterface* PinkRabbit) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "ReplacePlayerCharMaterialByCharMeshType"); Params::NoceFunctionLibrary_ReplacePlayerCharMaterialByCharMeshType Parms{}; Parms.InComp = InComp; Parms.ReplaceMatIndex = ReplaceMatIndex; Parms.DefaultMat = DefaultMat; Parms.PureWhite = PureWhite; Parms.PinkRabbit = PinkRabbit; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFunctionLibrary.RequestGameplayTagFromString // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // const class FString& InData (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FGameplayTag ReturnValue (Parm, OutParm, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) struct FGameplayTag UNoceFunctionLibrary::RequestGameplayTagFromString(const class FString& InData) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "RequestGameplayTagFromString"); Params::NoceFunctionLibrary_RequestGameplayTagFromString Parms{}; Parms.InData = std::move(InData); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.ResetConsoleCmdFromSeqData // (Final, Native, Static, Public, HasOutParams, BlueprintCallable) // Parameters: // const struct FNoceSeqData& InData (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) void UNoceFunctionLibrary::ResetConsoleCmdFromSeqData(const struct FNoceSeqData& InData) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "ResetConsoleCmdFromSeqData"); Params::NoceFunctionLibrary_ResetConsoleCmdFromSeqData Parms{}; Parms.InData = std::move(InData); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFunctionLibrary.ResetDynamics // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class ANoceCharacter* InCharacter (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ETeleportType InTeleportType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceFunctionLibrary::ResetDynamics(class ANoceCharacter* InCharacter, ETeleportType InTeleportType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "ResetDynamics"); Params::NoceFunctionLibrary_ResetDynamics Parms{}; Parms.InCharacter = InCharacter; Parms.InTeleportType = InTeleportType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFunctionLibrary.ResetEnableHDROutput // (Final, Native, Static, Public, BlueprintCallable) void UNoceFunctionLibrary::ResetEnableHDROutput() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "ResetEnableHDROutput"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFunctionLibrary.ResetHDRUICompositeMode // (Final, Native, Static, Public, BlueprintCallable) void UNoceFunctionLibrary::ResetHDRUICompositeMode() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "ResetHDRUICompositeMode"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFunctionLibrary.ResetHDRUILevel // (Final, Native, Static, Public, BlueprintCallable) void UNoceFunctionLibrary::ResetHDRUILevel() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "ResetHDRUILevel"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFunctionLibrary.ResetSolveLumenGhostingCmds // (Final, Native, Static, Public, HasOutParams, BlueprintCallable) // Parameters: // const class FName& InSeqName (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceFunctionLibrary::ResetSolveLumenGhostingCmds(const class FName& InSeqName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "ResetSolveLumenGhostingCmds"); Params::NoceFunctionLibrary_ResetSolveLumenGhostingCmds Parms{}; Parms.InSeqName = InSeqName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFunctionLibrary.SearchActors // (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* InSelfActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& InDirection (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InRadius (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InHalfAngle (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const TArray& ObjectTypes (Parm, ZeroConstructor, NativeAccessSpecifierPublic) // TArray* OutActors (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic) // bool DebugDraw (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceFunctionLibrary::SearchActors(class UObject* WorldContextObject, class AActor* InSelfActor, const struct FVector& InDirection, float InRadius, float InHalfAngle, const TArray& ObjectTypes, TArray* OutActors, bool DebugDraw) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "SearchActors"); Params::NoceFunctionLibrary_SearchActors Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.InSelfActor = InSelfActor; Parms.InDirection = std::move(InDirection); Parms.InRadius = InRadius; Parms.InHalfAngle = InHalfAngle; Parms.ObjectTypes = std::move(ObjectTypes); Parms.DebugDraw = DebugDraw; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutActors != nullptr) *OutActors = std::move(Parms.OutActors); } // Function GameNoce.NoceFunctionLibrary.SearchEnemy // (Final, Native, Static, Public, HasOutParams, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* InSelfActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InRadius (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InHalfAngle (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayTag& InCountableTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor** OutActor (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UNocePlayerLookAtTargetComponent**OutLookAtTarget (Parm, OutParm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool DebugDraw (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool InForMotionWarp (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceFunctionLibrary::SearchEnemy(class UObject* WorldContextObject, class AActor* InSelfActor, float InRadius, float InHalfAngle, const struct FGameplayTag& InCountableTag, class AActor** OutActor, class UNocePlayerLookAtTargetComponent** OutLookAtTarget, bool DebugDraw, bool InForMotionWarp) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "SearchEnemy"); Params::NoceFunctionLibrary_SearchEnemy Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.InSelfActor = InSelfActor; Parms.InRadius = InRadius; Parms.InHalfAngle = InHalfAngle; Parms.InCountableTag = std::move(InCountableTag); Parms.DebugDraw = DebugDraw; Parms.InForMotionWarp = InForMotionWarp; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutActor != nullptr) *OutActor = Parms.OutActor; if (OutLookAtTarget != nullptr) *OutLookAtTarget = Parms.OutLookAtTarget; } // Function GameNoce.NoceFunctionLibrary.SearchEnemyWithDirection // (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* InSelfActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& InDirection (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InRadius (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InHalfAngle (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayTag& InCountableTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor** OutActor (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UNocePlayerLookAtTargetComponent**OutLookAtTarget (Parm, OutParm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool DebugDraw (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool InForMotionWarp (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceFunctionLibrary::SearchEnemyWithDirection(class UObject* WorldContextObject, class AActor* InSelfActor, const struct FVector& InDirection, float InRadius, float InHalfAngle, const struct FGameplayTag& InCountableTag, class AActor** OutActor, class UNocePlayerLookAtTargetComponent** OutLookAtTarget, bool DebugDraw, bool InForMotionWarp) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "SearchEnemyWithDirection"); Params::NoceFunctionLibrary_SearchEnemyWithDirection Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.InSelfActor = InSelfActor; Parms.InDirection = std::move(InDirection); Parms.InRadius = InRadius; Parms.InHalfAngle = InHalfAngle; Parms.InCountableTag = std::move(InCountableTag); Parms.DebugDraw = DebugDraw; Parms.InForMotionWarp = InForMotionWarp; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutActor != nullptr) *OutActor = Parms.OutActor; if (OutLookAtTarget != nullptr) *OutLookAtTarget = Parms.OutLookAtTarget; } // Function GameNoce.NoceFunctionLibrary.SetActiveEffectHandleInvalid // (Final, Native, Static, Public, HasOutParams, BlueprintCallable) // Parameters: // struct FActiveGameplayEffectHandle& InEffectHandle (Parm, OutParm, ReferenceParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceFunctionLibrary::SetActiveEffectHandleInvalid(struct FActiveGameplayEffectHandle& InEffectHandle) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "SetActiveEffectHandleInvalid"); Params::NoceFunctionLibrary_SetActiveEffectHandleInvalid Parms{}; Parms.InEffectHandle = std::move(InEffectHandle); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; InEffectHandle = std::move(Parms.InEffectHandle); } // Function GameNoce.NoceFunctionLibrary.SetConstraintProfileForAll // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UAnimInstance* Instance (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName ProfileName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bDefaultIfNotFound (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceFunctionLibrary::SetConstraintProfileForAll(class UAnimInstance* Instance, class FName ProfileName, bool bDefaultIfNotFound) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "SetConstraintProfileForAll"); Params::NoceFunctionLibrary_SetConstraintProfileForAll Parms{}; Parms.Instance = Instance; Parms.ProfileName = ProfileName; Parms.bDefaultIfNotFound = bDefaultIfNotFound; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFunctionLibrary.SetCVarWithCurrentPriority // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // const class FString& InCVarName (ConstParm, Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FString& InCVarValue (ConstParm, Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceFunctionLibrary::SetCVarWithCurrentPriority(const class FString& InCVarName, const class FString& InCVarValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "SetCVarWithCurrentPriority"); Params::NoceFunctionLibrary_SetCVarWithCurrentPriority Parms{}; Parms.InCVarName = std::move(InCVarName); Parms.InCVarValue = std::move(InCVarValue); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFunctionLibrary.SetEnableHDROutput // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // bool InIsEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceFunctionLibrary::SetEnableHDROutput(bool InIsEnable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "SetEnableHDROutput"); Params::NoceFunctionLibrary_SetEnableHDROutput Parms{}; Parms.InIsEnable = InIsEnable; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFunctionLibrary.SetEventMode // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool IsEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ENoceEventModeType EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ENoceCineEventUserType CineEventUserType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceFunctionLibrary::SetEventMode(const class UObject* WorldContextObject, bool IsEnable, ENoceEventModeType EventType, ENoceCineEventUserType CineEventUserType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "SetEventMode"); Params::NoceFunctionLibrary_SetEventMode Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.IsEnable = IsEnable; Parms.EventType = EventType; Parms.CineEventUserType = CineEventUserType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFunctionLibrary.SetGlobalTimeDilationMultiplier // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float TimeDilationMultiplier (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceFunctionLibrary::SetGlobalTimeDilationMultiplier(const class UObject* WorldContextObject, float TimeDilationMultiplier) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "SetGlobalTimeDilationMultiplier"); Params::NoceFunctionLibrary_SetGlobalTimeDilationMultiplier Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.TimeDilationMultiplier = TimeDilationMultiplier; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFunctionLibrary.SetHDRUICompositeMode // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // bool InIsEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceFunctionLibrary::SetHDRUICompositeMode(bool InIsEnable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "SetHDRUICompositeMode"); Params::NoceFunctionLibrary_SetHDRUICompositeMode Parms{}; Parms.InIsEnable = InIsEnable; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFunctionLibrary.SetHDRUILevel // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // float InLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceFunctionLibrary::SetHDRUILevel(float InLevel) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "SetHDRUILevel"); Params::NoceFunctionLibrary_SetHDRUILevel Parms{}; Parms.InLevel = InLevel; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFunctionLibrary.SetNoceCustomPrimitiveDataFloat // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UPrimitiveComponent* InComp (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 DataIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceFunctionLibrary::SetNoceCustomPrimitiveDataFloat(class UPrimitiveComponent* InComp, int32 DataIndex, float Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "SetNoceCustomPrimitiveDataFloat"); Params::NoceFunctionLibrary_SetNoceCustomPrimitiveDataFloat Parms{}; Parms.InComp = InComp; Parms.DataIndex = DataIndex; Parms.Value = Value; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFunctionLibrary.SetNoceCustomPrimitiveDataVector2 // (Final, Native, Static, Public, HasDefaults, BlueprintCallable) // Parameters: // class UPrimitiveComponent* InComp (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 DataIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector2D& Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceFunctionLibrary::SetNoceCustomPrimitiveDataVector2(class UPrimitiveComponent* InComp, int32 DataIndex, const struct FVector2D& Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "SetNoceCustomPrimitiveDataVector2"); Params::NoceFunctionLibrary_SetNoceCustomPrimitiveDataVector2 Parms{}; Parms.InComp = InComp; Parms.DataIndex = DataIndex; Parms.Value = std::move(Value); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFunctionLibrary.SetNoceCustomPrimitiveDataVector3 // (Final, Native, Static, Public, HasDefaults, BlueprintCallable) // Parameters: // class UPrimitiveComponent* InComp (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 DataIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceFunctionLibrary::SetNoceCustomPrimitiveDataVector3(class UPrimitiveComponent* InComp, int32 DataIndex, const struct FVector& Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "SetNoceCustomPrimitiveDataVector3"); Params::NoceFunctionLibrary_SetNoceCustomPrimitiveDataVector3 Parms{}; Parms.InComp = InComp; Parms.DataIndex = DataIndex; Parms.Value = std::move(Value); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFunctionLibrary.SetNoceCustomPrimitiveDataVector4 // (Final, Native, Static, Public, HasDefaults, BlueprintCallable) // Parameters: // class UPrimitiveComponent* InComp (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 DataIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector4& Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceFunctionLibrary::SetNoceCustomPrimitiveDataVector4(class UPrimitiveComponent* InComp, int32 DataIndex, const struct FVector4& Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "SetNoceCustomPrimitiveDataVector4"); Params::NoceFunctionLibrary_SetNoceCustomPrimitiveDataVector4 Parms{}; Parms.InComp = InComp; Parms.DataIndex = DataIndex; Parms.Value = std::move(Value); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFunctionLibrary.SetNoceScalarParameterForCustomPrimitiveData // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UPrimitiveComponent* InComp (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName ParameterName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceFunctionLibrary::SetNoceScalarParameterForCustomPrimitiveData(class UPrimitiveComponent* InComp, class FName ParameterName, float Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "SetNoceScalarParameterForCustomPrimitiveData"); Params::NoceFunctionLibrary_SetNoceScalarParameterForCustomPrimitiveData Parms{}; Parms.InComp = InComp; Parms.ParameterName = ParameterName; Parms.Value = Value; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFunctionLibrary.SetNoceVectorParameterForCustomPrimitiveData // (Final, Native, Static, Public, HasDefaults, BlueprintCallable) // Parameters: // class UPrimitiveComponent* InComp (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName ParameterName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector4& Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceFunctionLibrary::SetNoceVectorParameterForCustomPrimitiveData(class UPrimitiveComponent* InComp, class FName ParameterName, const struct FVector4& Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "SetNoceVectorParameterForCustomPrimitiveData"); Params::NoceFunctionLibrary_SetNoceVectorParameterForCustomPrimitiveData Parms{}; Parms.InComp = InComp; Parms.ParameterName = ParameterName; Parms.Value = std::move(Value); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFunctionLibrary.SetPhysicsAssetCollision // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class USkeletalMeshComponent* InSkeletalMesh (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName InBoneName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ECollisionEnabled InCollisionEnabled (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceFunctionLibrary::SetPhysicsAssetCollision(class USkeletalMeshComponent* InSkeletalMesh, class FName InBoneName, ECollisionEnabled InCollisionEnabled) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "SetPhysicsAssetCollision"); Params::NoceFunctionLibrary_SetPhysicsAssetCollision Parms{}; Parms.InSkeletalMesh = InSkeletalMesh; Parms.InBoneName = InBoneName; Parms.InCollisionEnabled = InCollisionEnabled; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFunctionLibrary.SetPhysicsAssetCollisions // (Final, Native, Static, Public, HasOutParams, BlueprintCallable) // Parameters: // class USkeletalMeshComponent* InSkeletalMesh (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const TArray& InBoneNames (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // ECollisionEnabled InCollisionEnabled (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceFunctionLibrary::SetPhysicsAssetCollisions(class USkeletalMeshComponent* InSkeletalMesh, const TArray& InBoneNames, ECollisionEnabled InCollisionEnabled) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "SetPhysicsAssetCollisions"); Params::NoceFunctionLibrary_SetPhysicsAssetCollisions Parms{}; Parms.InSkeletalMesh = InSkeletalMesh; Parms.InBoneNames = std::move(InBoneNames); Parms.InCollisionEnabled = InCollisionEnabled; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFunctionLibrary.SetPlaySequenceStateSeqActor // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* InSeqActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceFunctionLibrary::SetPlaySequenceStateSeqActor(const class UObject* WorldContextObject, class AActor* InSeqActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "SetPlaySequenceStateSeqActor"); Params::NoceFunctionLibrary_SetPlaySequenceStateSeqActor Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.InSeqActor = InSeqActor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFunctionLibrary.SetSkeletalMeshAssetAndClearOverrideMat // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class USkeletalMeshComponent* InComp (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class USkeletalMesh* NewMesh (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceFunctionLibrary::SetSkeletalMeshAssetAndClearOverrideMat(class USkeletalMeshComponent* InComp, class USkeletalMesh* NewMesh) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "SetSkeletalMeshAssetAndClearOverrideMat"); Params::NoceFunctionLibrary_SetSkeletalMeshAssetAndClearOverrideMat Parms{}; Parms.InComp = InComp; Parms.NewMesh = NewMesh; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFunctionLibrary.SetStaticMeshAssetAndClearOverrideMat // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UStaticMeshComponent* InComp (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UStaticMesh* NewMesh (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceFunctionLibrary::SetStaticMeshAssetAndClearOverrideMat(class UStaticMeshComponent* InComp, class UStaticMesh* NewMesh) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "SetStaticMeshAssetAndClearOverrideMat"); Params::NoceFunctionLibrary_SetStaticMeshAssetAndClearOverrideMat Parms{}; Parms.InComp = InComp; Parms.NewMesh = NewMesh; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFunctionLibrary.SolvePhysicsPopping // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class ANoceCharacter* InChar (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 KawaiiWarmUpFrame (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bResetPhysics (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceFunctionLibrary::SolvePhysicsPopping(class ANoceCharacter* InChar, int32 KawaiiWarmUpFrame, bool bResetPhysics) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "SolvePhysicsPopping"); Params::NoceFunctionLibrary_SolvePhysicsPopping Parms{}; Parms.InChar = InChar; Parms.KawaiiWarmUpFrame = KawaiiWarmUpFrame; Parms.bResetPhysics = bResetPhysics; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFunctionLibrary.SolveSeamlessSeqBeginCopyPose // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class USkeletalMeshComponent* InSkelComp (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bResetPhysics (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceFunctionLibrary::SolveSeamlessSeqBeginCopyPose(class USkeletalMeshComponent* InSkelComp, bool bResetPhysics) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "SolveSeamlessSeqBeginCopyPose"); Params::NoceFunctionLibrary_SolveSeamlessSeqBeginCopyPose Parms{}; Parms.InSkelComp = InSkelComp; Parms.bResetPhysics = bResetPhysics; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFunctionLibrary.StoryEndingBitToGameRound // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // int32 EndingBitmask (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ENoceRoundType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENoceRoundType UNoceFunctionLibrary::StoryEndingBitToGameRound(int32 EndingBitmask) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "StoryEndingBitToGameRound"); Params::NoceFunctionLibrary_StoryEndingBitToGameRound Parms{}; Parms.EndingBitmask = EndingBitmask; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.String_Remove // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // const class FString& InData (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FString& InSuffix (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ESearchDir SearchDir (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ESearchCase SearchCase (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) class FString UNoceFunctionLibrary::String_Remove(const class FString& InData, const class FString& InSuffix, ESearchDir SearchDir, ESearchCase SearchCase) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "String_Remove"); Params::NoceFunctionLibrary_String_Remove Parms{}; Parms.InData = std::move(InData); Parms.InSuffix = std::move(InSuffix); Parms.SearchDir = SearchDir; Parms.SearchCase = SearchCase; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.TimeSecondsToMMSSString // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // const float InSeconds (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const bool bInFloor (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) class FString UNoceFunctionLibrary::TimeSecondsToMMSSString(const float InSeconds, const bool bInFloor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "TimeSecondsToMMSSString"); Params::NoceFunctionLibrary_TimeSecondsToMMSSString Parms{}; Parms.InSeconds = InSeconds; Parms.bInFloor = bInFloor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceFunctionLibrary.UnlockFOV // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceFunctionLibrary::UnlockFOV(class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "UnlockFOV"); Params::NoceFunctionLibrary_UnlockFOV Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFunctionLibrary.UnsetConsoleCommandWithTag // (Final, Native, Static, Public, HasOutParams, BlueprintCallable) // Parameters: // const class FString& Command (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FName& InTagName (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceFunctionLibrary::UnsetConsoleCommandWithTag(const class FString& Command, const class FName& InTagName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "UnsetConsoleCommandWithTag"); Params::NoceFunctionLibrary_UnsetConsoleCommandWithTag Parms{}; Parms.Command = std::move(Command); Parms.InTagName = InTagName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFunctionLibrary.UnsetSeqDataCmdWithTagForHighSpec // (Final, Native, Static, Public, HasOutParams, BlueprintCallable) // Parameters: // const class FString& Command (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FName& InTagName (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceFunctionLibrary::UnsetSeqDataCmdWithTagForHighSpec(const class FString& Command, const class FName& InTagName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "UnsetSeqDataCmdWithTagForHighSpec"); Params::NoceFunctionLibrary_UnsetSeqDataCmdWithTagForHighSpec Parms{}; Parms.Command = std::move(Command); Parms.InTagName = InTagName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFunctionLibrary.UpdateEveLightSet // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FString& InSetName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bDoNotSwitchDataLayer (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceFunctionLibrary::UpdateEveLightSet(const class UObject* WorldContextObject, const class FString& InSetName, bool bDoNotSwitchDataLayer) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "UpdateEveLightSet"); Params::NoceFunctionLibrary_UpdateEveLightSet Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.InSetName = std::move(InSetName); Parms.bDoNotSwitchDataLayer = bDoNotSwitchDataLayer; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFunctionLibrary.UpdateNoceLightCompPropertyFromSaveData // (Final, Native, Static, Public, HasOutParams, BlueprintCallable) // Parameters: // const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class ULightComponent* OutLightComp (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FNoceLightSavableData& InData (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic) void UNoceFunctionLibrary::UpdateNoceLightCompPropertyFromSaveData(const class UObject* WorldContextObject, class ULightComponent* OutLightComp, const struct FNoceLightSavableData& InData) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "UpdateNoceLightCompPropertyFromSaveData"); Params::NoceFunctionLibrary_UpdateNoceLightCompPropertyFromSaveData Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.OutLightComp = OutLightComp; Parms.InData = std::move(InData); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFunctionLibrary.UpdateSeqDataAssetDataLayerForPreloadingSeq // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // TSoftObjectPtr PlaySeq (Parm, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceFunctionLibrary::UpdateSeqDataAssetDataLayerForPreloadingSeq(TSoftObjectPtr PlaySeq) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "UpdateSeqDataAssetDataLayerForPreloadingSeq"); Params::NoceFunctionLibrary_UpdateSeqDataAssetDataLayerForPreloadingSeq Parms{}; Parms.PlaySeq = PlaySeq; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFunctionLibrary.UpdateSlotWeight // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // const class UAnimInstance* InAnimInstance (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName SlotNodeName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InDeltaTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceFunctionLibrary::UpdateSlotWeight(const class UAnimInstance* InAnimInstance, class FName SlotNodeName, float InDeltaTime) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "UpdateSlotWeight"); Params::NoceFunctionLibrary_UpdateSlotWeight Parms{}; Parms.InAnimInstance = InAnimInstance; Parms.SlotNodeName = SlotNodeName; Parms.InDeltaTime = InDeltaTime; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFunctionLibrary.UpdateWeight // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // const class UAnimInstance* InAnimInstance (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class UAnimMontage* InMontage (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InDeltaTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceFunctionLibrary::UpdateWeight(const class UAnimInstance* InAnimInstance, const class UAnimMontage* InMontage, float InDeltaTime) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "UpdateWeight"); Params::NoceFunctionLibrary_UpdateWeight Parms{}; Parms.InAnimInstance = InAnimInstance; Parms.InMontage = InMontage; Parms.InDeltaTime = InDeltaTime; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFunctionLibrary.VolumetricFogHistoryWeightOff // (Final, Native, Static, Public, BlueprintCallable) void UNoceFunctionLibrary::VolumetricFogHistoryWeightOff() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "VolumetricFogHistoryWeightOff"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceFunctionLibrary.VolumetricFogHistoryWeightOn // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // float Weight (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceFunctionLibrary::VolumetricFogHistoryWeightOn(float Weight) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceFunctionLibrary", "VolumetricFogHistoryWeightOn"); Params::NoceFunctionLibrary_VolumetricFogHistoryWeightOn Parms{}; Parms.Weight = Weight; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceGameClockSubsystem.GetPlayTimeSeconds // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // double ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) double UNoceGameClockSubsystem::GetPlayTimeSeconds() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGameClockSubsystem", "GetPlayTimeSeconds"); Params::NoceGameClockSubsystem_GetPlayTimeSeconds Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGameClockSubsystem.GetPlayTimespanWithoutEvent // (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const) // Parameters: // struct FTimespan ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) struct FTimespan UNoceGameClockSubsystem::GetPlayTimespanWithoutEvent() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGameClockSubsystem", "GetPlayTimespanWithoutEvent"); Params::NoceGameClockSubsystem_GetPlayTimespanWithoutEvent Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGameClockSubsystem.GetPlayTimespawn // (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const) // Parameters: // struct FTimespan ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) struct FTimespan UNoceGameClockSubsystem::GetPlayTimespawn() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGameClockSubsystem", "GetPlayTimespawn"); Params::NoceGameClockSubsystem_GetPlayTimespawn Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGameInstance.AddGameOverCount // (Final, Native, Public, BlueprintCallable) void UNoceGameInstance::AddGameOverCount() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGameInstance", "AddGameOverCount"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceGameInstance.AddViewdEvent // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName InEventName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceGameInstance::AddViewdEvent(class FName InEventName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGameInstance", "AddViewdEvent"); Params::NoceGameInstance_AddViewdEvent Parms{}; Parms.InEventName = InEventName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceGameInstance.Clear // (Final, Native, Public, BlueprintCallable) void UNoceGameInstance::Clear() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGameInstance", "Clear"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceGameInstance.GetAvailableOutfits // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNoceGameInstance::GetAvailableOutfits() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGameInstance", "GetAvailableOutfits"); Params::NoceGameInstance_GetAvailableOutfits Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGameInstance.GetInitProgressTag // (Final, Native, Public, BlueprintCallable) // Parameters: // struct FGameplayTag ReturnValue (Parm, OutParm, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) struct FGameplayTag UNoceGameInstance::GetInitProgressTag() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGameInstance", "GetInitProgressTag"); Params::NoceGameInstance_GetInitProgressTag Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGameInstance.GetPeriodGameOverCount // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UNoceGameInstance::GetPeriodGameOverCount() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGameInstance", "GetPeriodGameOverCount"); Params::NoceGameInstance_GetPeriodGameOverCount Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGameInstance.HandleApplicationHasReactivated // (Final, Native, Public, BlueprintCallable) void UNoceGameInstance::HandleApplicationHasReactivated() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGameInstance", "HandleApplicationHasReactivated"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceGameInstance.HandleApplicationWillDeactivate // (Final, Native, Public, BlueprintCallable) void UNoceGameInstance::HandleApplicationWillDeactivate() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGameInstance", "HandleApplicationWillDeactivate"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceGameInstance.HasAvailableOutfit // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // ENocePlayerOutfit OutfitType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceGameInstance::HasAvailableOutfit(ENocePlayerOutfit OutfitType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGameInstance", "HasAvailableOutfit"); Params::NoceGameInstance_HasAvailableOutfit Parms{}; Parms.OutfitType = OutfitType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGameInstance.HasBoosterPack // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceGameInstance::HasBoosterPack() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGameInstance", "HasBoosterPack"); Params::NoceGameInstance_HasBoosterPack Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGameInstance.HasLimitedOmamori // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceGameInstance::HasLimitedOmamori() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGameInstance", "HasLimitedOmamori"); Params::NoceGameInstance_HasLimitedOmamori Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGameInstance.IsViewdEvent // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // class FName InEventName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceGameInstance::IsViewdEvent(class FName InEventName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGameInstance", "IsViewdEvent"); Params::NoceGameInstance_IsViewdEvent Parms{}; Parms.InEventName = InEventName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGameInstance.ResetPeriodGameOverCount // (Final, Native, Public, BlueprintCallable) void UNoceGameInstance::ResetPeriodGameOverCount() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGameInstance", "ResetPeriodGameOverCount"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLinkMotionComponent.CanLink // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // ELinkPriority InPriority (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceLinkMotionComponent::CanLink(ELinkPriority InPriority) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLinkMotionComponent", "CanLink"); Params::NoceLinkMotionComponent_CanLink Parms{}; Parms.InPriority = InPriority; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLinkMotionComponent.EndConstPosition // (Final, Native, Public, BlueprintCallable) // Parameters: // float InRestoreRuration (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceLinkMotionComponent::EndConstPosition(float InRestoreRuration) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLinkMotionComponent", "EndConstPosition"); Params::NoceLinkMotionComponent_EndConstPosition Parms{}; Parms.InRestoreRuration = InRestoreRuration; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLinkMotionComponent.EndLinkMotion // (Final, Native, Public, BlueprintCallable) void UNoceLinkMotionComponent::EndLinkMotion() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLinkMotionComponent", "EndLinkMotion"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLinkMotionComponent.GetCurrentLinkPriority // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // ELinkPriority ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ELinkPriority UNoceLinkMotionComponent::GetCurrentLinkPriority() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLinkMotionComponent", "GetCurrentLinkPriority"); Params::NoceLinkMotionComponent_GetCurrentLinkPriority Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLinkMotionComponent.GetLinkAbility // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // class AActor* TargetActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName AbilityName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TSubclassOf ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) TSubclassOf UNoceLinkMotionComponent::GetLinkAbility(class AActor* TargetActor, class FName AbilityName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLinkMotionComponent", "GetLinkAbility"); Params::NoceLinkMotionComponent_GetLinkAbility Parms{}; Parms.TargetActor = TargetActor; Parms.AbilityName = AbilityName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLinkMotionComponent.GetLinkOwner // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // class AActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AActor* UNoceLinkMotionComponent::GetLinkOwner() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLinkMotionComponent", "GetLinkOwner"); Params::NoceLinkMotionComponent_GetLinkOwner Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLinkMotionComponent.GetLinkTarget // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // class AActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AActor* UNoceLinkMotionComponent::GetLinkTarget() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLinkMotionComponent", "GetLinkTarget"); Params::NoceLinkMotionComponent_GetLinkTarget Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLinkMotionComponent.GetTargetStartMotion // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // int32* BankID (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32* MotionID (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceLinkMotionComponent::GetTargetStartMotion(int32* BankID, int32* MotionID) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLinkMotionComponent", "GetTargetStartMotion"); Params::NoceLinkMotionComponent_GetTargetStartMotion Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (BankID != nullptr) *BankID = Parms.BankID; if (MotionID != nullptr) *MotionID = Parms.MotionID; } // Function GameNoce.NoceLinkMotionComponent.IsConstPositionActive // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceLinkMotionComponent::IsConstPositionActive() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLinkMotionComponent", "IsConstPositionActive"); Params::NoceLinkMotionComponent_IsConstPositionActive Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLinkMotionComponent.IsCurrentExecutionType // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceLinkMotionComponent::IsCurrentExecutionType() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLinkMotionComponent", "IsCurrentExecutionType"); Params::NoceLinkMotionComponent_IsCurrentExecutionType Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLinkMotionComponent.NotifyInterrupted // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceLinkMotionComponent::NotifyInterrupted() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLinkMotionComponent", "NotifyInterrupted"); Params::NoceLinkMotionComponent_NotifyInterrupted Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLinkMotionComponent.NotifyStartLinkMotion // (Final, Native, Public, BlueprintCallable) void UNoceLinkMotionComponent::NotifyStartLinkMotion() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLinkMotionComponent", "NotifyStartLinkMotion"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLinkMotionComponent.RequestAttackerLinkAbility // (Final, Native, Public, BlueprintCallable) // Parameters: // class ANoceCharacter* LinkTarget (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName ExAbilityName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceLinkMotionComponent::RequestAttackerLinkAbility(class ANoceCharacter* LinkTarget, class FName ExAbilityName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLinkMotionComponent", "RequestAttackerLinkAbility"); Params::NoceLinkMotionComponent_RequestAttackerLinkAbility Parms{}; Parms.LinkTarget = LinkTarget; Parms.ExAbilityName = ExAbilityName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLinkMotionComponent.RequestLinkMotion // (Final, Native, Public, BlueprintCallable) // Parameters: // class ULinkRequest* InReuest (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceLinkMotionComponent::RequestLinkMotion(class ULinkRequest* InReuest) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLinkMotionComponent", "RequestLinkMotion"); Params::NoceLinkMotionComponent_RequestLinkMotion Parms{}; Parms.InReuest = InReuest; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLinkMotionComponent.RequestReject // (Final, Native, Public, BlueprintCallable) // Parameters: // class AActor* LinkTarget (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceLinkMotionComponent::RequestReject(class AActor* LinkTarget) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLinkMotionComponent", "RequestReject"); Params::NoceLinkMotionComponent_RequestReject Parms{}; Parms.LinkTarget = LinkTarget; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLinkMotionComponent.StartConstLocation // (Final, Native, Public, HasDefaults, BlueprintCallable) // Parameters: // const struct FVector& Location (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FRotator& Rotator (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // float BlendTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool EnableSweep (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceLinkMotionComponent::StartConstLocation(const struct FVector& Location, const struct FRotator& Rotator, float BlendTime, bool EnableSweep) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLinkMotionComponent", "StartConstLocation"); Params::NoceLinkMotionComponent_StartConstLocation Parms{}; Parms.Location = std::move(Location); Parms.Rotator = std::move(Rotator); Parms.BlendTime = BlendTime; Parms.EnableSweep = EnableSweep; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLinkMotionComponent.StartConstPosition // (Final, Native, Public, HasDefaults, BlueprintCallable) // Parameters: // class ACharacter* ConstTarget (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class ACharacter* ConstBoneOwner (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName ConstBoneName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FRotator& ConstOffsetRot (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // const struct FVector& ConstOffset (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ENoceConstPositionMode ConstMode (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float BlendTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool EnableSweep (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceLinkMotionComponent::StartConstPosition(class ACharacter* ConstTarget, class ACharacter* ConstBoneOwner, class FName ConstBoneName, const struct FRotator& ConstOffsetRot, const struct FVector& ConstOffset, ENoceConstPositionMode ConstMode, float BlendTime, bool EnableSweep) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLinkMotionComponent", "StartConstPosition"); Params::NoceLinkMotionComponent_StartConstPosition Parms{}; Parms.ConstTarget = ConstTarget; Parms.ConstBoneOwner = ConstBoneOwner; Parms.ConstBoneName = ConstBoneName; Parms.ConstOffsetRot = std::move(ConstOffsetRot); Parms.ConstOffset = std::move(ConstOffset); Parms.ConstMode = ConstMode; Parms.BlendTime = BlendTime; Parms.EnableSweep = EnableSweep; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceGameMode.AnyStoryEndingCleared // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceGameMode::AnyStoryEndingCleared() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGameMode", "AnyStoryEndingCleared"); Params::NoceGameMode_AnyStoryEndingCleared Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGameMode.CanEnterGameOverFlow // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceGameMode::CanEnterGameOverFlow() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGameMode", "CanEnterGameOverFlow"); Params::NoceGameMode_CanEnterGameOverFlow Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGameMode.EnableBasicDebugInfo // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceGameMode::EnableBasicDebugInfo(bool InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGameMode", "EnableBasicDebugInfo"); Params::NoceGameMode_EnableBasicDebugInfo Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceGameMode.GetAttackRightMaxCount // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 ANoceGameMode::GetAttackRightMaxCount() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGameMode", "GetAttackRightMaxCount"); Params::NoceGameMode_GetAttackRightMaxCount Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGameMode.GetAttackRightMaxCount_BP // (Event, Public, BlueprintEvent) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 ANoceGameMode::GetAttackRightMaxCount_BP() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGameMode", "GetAttackRightMaxCount_BP"); Params::NoceGameMode_GetAttackRightMaxCount_BP Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function GameNoce.NoceGameMode.GetPlayerCharacterByType // (Final, Native, Public, BlueprintCallable) // Parameters: // ENocePlayerType InPlayerType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class ANocePlayerCharacter* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class ANocePlayerCharacter* ANoceGameMode::GetPlayerCharacterByType(ENocePlayerType InPlayerType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGameMode", "GetPlayerCharacterByType"); Params::NoceGameMode_GetPlayerCharacterByType Parms{}; Parms.InPlayerType = InPlayerType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGameMode.IsStoryEndingCleared // (Final, Native, Public, BlueprintCallable) // Parameters: // ENoceEndingType EndingType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceGameMode::IsStoryEndingCleared(ENoceEndingType EndingType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGameMode", "IsStoryEndingCleared"); Params::NoceGameMode_IsStoryEndingCleared Parms{}; Parms.EndingType = EndingType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGameMode.IsWaitForRevive // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceGameMode::IsWaitForRevive() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGameMode", "IsWaitForRevive"); Params::NoceGameMode_IsWaitForRevive Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGameMode.OnDynamicShadowEnableTimerUp // (Final, Native, Protected) void ANoceGameMode::OnDynamicShadowEnableTimerUp() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGameMode", "OnDynamicShadowEnableTimerUp"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceGameMode.OnGameInitializeBP // (Native, Event, Public, BlueprintEvent) void ANoceGameMode::OnGameInitializeBP() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGameMode", "OnGameInitializeBP"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceGameMode.OnInitGameBP // (Native, Event, Public, BlueprintEvent) void ANoceGameMode::OnInitGameBP() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGameMode", "OnInitGameBP"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceGameMode.OnPlayerReady // (Final, Native, Public, BlueprintCallable) void ANoceGameMode::OnPlayerReady() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGameMode", "OnPlayerReady"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceGameMode.OnStreamingFinish // (Final, Native, Public, BlueprintCallable) void ANoceGameMode::OnStreamingFinish() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGameMode", "OnStreamingFinish"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceGameMode.RegisterPlayerCharacter // (Final, Native, Public, BlueprintCallable) // Parameters: // ENocePlayerType InPlayerType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class ANocePlayerCharacter* InPlayerCharacter (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceGameMode::RegisterPlayerCharacter(ENocePlayerType InPlayerType, class ANocePlayerCharacter* InPlayerCharacter) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGameMode", "RegisterPlayerCharacter"); Params::NoceGameMode_RegisterPlayerCharacter Parms{}; Parms.InPlayerType = InPlayerType; Parms.InPlayerCharacter = InPlayerCharacter; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceGameMode.RequestGameOver // (Final, Native, Public, BlueprintCallable) void ANoceGameMode::RequestGameOver() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGameMode", "RequestGameOver"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceGameMode.RequestGameOver_BP // (Event, Public, BlueprintEvent) void ANoceGameMode::RequestGameOver_BP() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGameMode", "RequestGameOver_BP"); UObject::ProcessEvent(Func, nullptr); } // Function GameNoce.NoceGameMode.RequestRestartMyGame // (Final, Native, Public, BlueprintCallable) void ANoceGameMode::RequestRestartMyGame() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGameMode", "RequestRestartMyGame"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceGameMode.RequestRestartMyGame_BP // (Event, Public, BlueprintEvent) void ANoceGameMode::RequestRestartMyGame_BP() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGameMode", "RequestRestartMyGame_BP"); UObject::ProcessEvent(Func, nullptr); } // Function GameNoce.NoceGameMode.SetDebugPlayerAutoRevive // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceGameMode::SetDebugPlayerAutoRevive(bool InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGameMode", "SetDebugPlayerAutoRevive"); Params::NoceGameMode_SetDebugPlayerAutoRevive Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceGameMode.SetDebugPlayerAutoRevive_BP // (Event, Public, BlueprintEvent) // Parameters: // bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceGameMode::SetDebugPlayerAutoRevive_BP(bool InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGameMode", "SetDebugPlayerAutoRevive_BP"); Params::NoceGameMode_SetDebugPlayerAutoRevive_BP Parms{}; Parms.InValue = InValue; UObject::ProcessEvent(Func, &Parms); } // Function GameNoce.NoceGameMode.SetEnableGameOverFlow // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceGameMode::SetEnableGameOverFlow(bool InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGameMode", "SetEnableGameOverFlow"); Params::NoceGameMode_SetEnableGameOverFlow Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceGameMode.SetStoryEndingCleared // (Final, Native, Public, BlueprintCallable) // Parameters: // ENoceEndingType EndingType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceGameMode::SetStoryEndingCleared(ENoceEndingType EndingType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGameMode", "SetStoryEndingCleared"); Params::NoceGameMode_SetStoryEndingCleared Parms{}; Parms.EndingType = EndingType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceGameMode.SetWaitForRevive // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceGameMode::SetWaitForRevive(bool InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGameMode", "SetWaitForRevive"); Params::NoceGameMode_SetWaitForRevive Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceGameMode.ToggleDebugInfo // (Final, Native, Public, BlueprintCallable) void ANoceGameMode::ToggleDebugInfo() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGameMode", "ToggleDebugInfo"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceGameMode.IsInitializeCompleted // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceGameMode::IsInitializeCompleted() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGameMode", "IsInitializeCompleted"); Params::NoceGameMode_IsInitializeCompleted Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceNotebookContent.Init // (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // const bool InIsVisible (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const bool InIsNew (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool InNeedTop (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool InNeedBottom (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceNotebookContent::Init(const bool InIsVisible, const bool InIsNew, bool InNeedTop, bool InNeedBottom, bool* NoUse) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceNotebookContent", "Init"); Params::NoceNotebookContent_Init Parms{}; Parms.InIsVisible = InIsVisible; Parms.InIsNew = InIsNew; Parms.InNeedTop = InNeedTop; Parms.InNeedBottom = InNeedBottom; UObject::ProcessEvent(Func, &Parms); if (NoUse != nullptr) *NoUse = Parms.NoUse; } // Function GameNoce.NoceNotebookContent.InitImage // (Event, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // const bool InIsVisible (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const bool InIsNew (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const bool InIsDoodle (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FSoftObjectPath& InImage (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceNotebookContent::InitImage(const bool InIsVisible, const bool InIsNew, const bool InIsDoodle, const struct FSoftObjectPath& InImage, bool* NoUse) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceNotebookContent", "InitImage"); Params::NoceNotebookContent_InitImage Parms{}; Parms.InIsVisible = InIsVisible; Parms.InIsNew = InIsNew; Parms.InIsDoodle = InIsDoodle; Parms.InImage = std::move(InImage); UObject::ProcessEvent(Func, &Parms); if (NoUse != nullptr) *NoUse = Parms.NoUse; } // Function GameNoce.NoceNotebookContent.InitImageWithMask // (Event, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // const bool InIsVisible (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const bool InIsNew (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const bool InIsDoodle (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FSoftObjectPath& InImage (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FSoftObjectPath& InMask (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceNotebookContent::InitImageWithMask(const bool InIsVisible, const bool InIsNew, const bool InIsDoodle, const struct FSoftObjectPath& InImage, const struct FSoftObjectPath& InMask, bool* NoUse) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceNotebookContent", "InitImageWithMask"); Params::NoceNotebookContent_InitImageWithMask Parms{}; Parms.InIsVisible = InIsVisible; Parms.InIsNew = InIsNew; Parms.InIsDoodle = InIsDoodle; Parms.InImage = std::move(InImage); Parms.InMask = std::move(InMask); UObject::ProcessEvent(Func, &Parms); if (NoUse != nullptr) *NoUse = Parms.NoUse; } // Function GameNoce.NoceNotebookContent.InitText // (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // const bool InIsVisible (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const bool InIsNew (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool InNeedTop (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool InNeedBottom (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FText& InText (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceNotebookContent::InitText(const bool InIsVisible, const bool InIsNew, bool InNeedTop, bool InNeedBottom, const class FText& InText, bool* NoUse) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceNotebookContent", "InitText"); Params::NoceNotebookContent_InitText Parms{}; Parms.InIsVisible = InIsVisible; Parms.InIsNew = InIsNew; Parms.InNeedTop = InNeedTop; Parms.InNeedBottom = InNeedBottom; Parms.InText = std::move(InText); UObject::ProcessEvent(Func, &Parms); if (NoUse != nullptr) *NoUse = Parms.NoUse; } // Function GameNoce.NoceNotebookContent.OnFadeIn // (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceNotebookContent::OnFadeIn(bool* NoUse) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceNotebookContent", "OnFadeIn"); Params::NoceNotebookContent_OnFadeIn Parms{}; UObject::ProcessEvent(Func, &Parms); if (NoUse != nullptr) *NoUse = Parms.NoUse; } // Function GameNoce.NoceGameProgressComponent.AddAdditionalProgressTag // (Final, Native, Public, BlueprintCallable) // Parameters: // const struct FGameplayTag& InTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ENoceProgressType InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FString& Reason (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceGameProgressComponent::AddAdditionalProgressTag(const struct FGameplayTag& InTag, ENoceProgressType InType, const class FString& Reason) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGameProgressComponent", "AddAdditionalProgressTag"); Params::NoceGameProgressComponent_AddAdditionalProgressTag Parms{}; Parms.InTag = std::move(InTag); Parms.InType = InType; Parms.Reason = std::move(Reason); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGameProgressComponent.GetAdditionalProgressTag // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // struct FGameplayTagContainer ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FGameplayTagContainer UNoceGameProgressComponent::GetAdditionalProgressTag() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGameProgressComponent", "GetAdditionalProgressTag"); Params::NoceGameProgressComponent_GetAdditionalProgressTag Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGameProgressComponent.GetHistoryAdditionalProgressTag // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // struct FGameplayTagContainer ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FGameplayTagContainer UNoceGameProgressComponent::GetHistoryAdditionalProgressTag() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGameProgressComponent", "GetHistoryAdditionalProgressTag"); Params::NoceGameProgressComponent_GetHistoryAdditionalProgressTag Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGameProgressComponent.GetHistoryProgressTag // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // struct FGameplayTagContainer ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FGameplayTagContainer UNoceGameProgressComponent::GetHistoryProgressTag() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGameProgressComponent", "GetHistoryProgressTag"); Params::NoceGameProgressComponent_GetHistoryProgressTag Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGameProgressComponent.GetProgressTag // (Final, Native, Public, BlueprintCallable) // Parameters: // struct FGameplayTag ReturnValue (Parm, OutParm, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) struct FGameplayTag UNoceGameProgressComponent::GetProgressTag() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGameProgressComponent", "GetProgressTag"); Params::NoceGameProgressComponent_GetProgressTag Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGameProgressComponent.GetStateMachineProgressTag // (Final, Native, Public, BlueprintCallable) // Parameters: // struct FGameplayTag ReturnValue (Parm, OutParm, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) struct FGameplayTag UNoceGameProgressComponent::GetStateMachineProgressTag() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGameProgressComponent", "GetStateMachineProgressTag"); Params::NoceGameProgressComponent_GetStateMachineProgressTag Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGameProgressComponent.HasAdditionalTagInHistory // (Final, Native, Public, BlueprintCallable) // Parameters: // const struct FGameplayTag& InTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ExactMatch (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceGameProgressComponent::HasAdditionalTagInHistory(const struct FGameplayTag& InTag, bool ExactMatch) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGameProgressComponent", "HasAdditionalTagInHistory"); Params::NoceGameProgressComponent_HasAdditionalTagInHistory Parms{}; Parms.InTag = std::move(InTag); Parms.ExactMatch = ExactMatch; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGameProgressComponent.HasAllAdditionalTag // (Final, Native, Public, BlueprintCallable) // Parameters: // const struct FGameplayTagContainer& InTagContainer (Parm, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceGameProgressComponent::HasAllAdditionalTag(const struct FGameplayTagContainer& InTagContainer) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGameProgressComponent", "HasAllAdditionalTag"); Params::NoceGameProgressComponent_HasAllAdditionalTag Parms{}; Parms.InTagContainer = std::move(InTagContainer); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGameProgressComponent.HasAnyAdditionalTag // (Final, Native, Public, BlueprintCallable) // Parameters: // const struct FGameplayTagContainer& InTagContainer (Parm, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceGameProgressComponent::HasAnyAdditionalTag(const struct FGameplayTagContainer& InTagContainer) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGameProgressComponent", "HasAnyAdditionalTag"); Params::NoceGameProgressComponent_HasAnyAdditionalTag Parms{}; Parms.InTagContainer = std::move(InTagContainer); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGameProgressComponent.HasTagInHistory // (Final, Native, Public, BlueprintCallable) // Parameters: // const struct FGameplayTag& InTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ExactMatch (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceGameProgressComponent::HasTagInHistory(const struct FGameplayTag& InTag, bool ExactMatch) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGameProgressComponent", "HasTagInHistory"); Params::NoceGameProgressComponent_HasTagInHistory Parms{}; Parms.InTag = std::move(InTag); Parms.ExactMatch = ExactMatch; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGameProgressComponent.OnProgressStateBegin // (Final, Native, Public) // Parameters: // const struct FGameplayTag& StartCondition (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceGameProgressComponent::OnProgressStateBegin(const struct FGameplayTag& StartCondition) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGameProgressComponent", "OnProgressStateBegin"); Params::NoceGameProgressComponent_OnProgressStateBegin Parms{}; Parms.StartCondition = std::move(StartCondition); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceGameProgressComponent.RefreshDataLayerStatus // (Final, Native, Public, BlueprintCallable) void UNoceGameProgressComponent::RefreshDataLayerStatus() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGameProgressComponent", "RefreshDataLayerStatus"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceGameProgressComponent.RemoveAdditionalProgressTag // (Final, Native, Public, BlueprintCallable) // Parameters: // const struct FGameplayTag& InTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceGameProgressComponent::RemoveAdditionalProgressTag(const struct FGameplayTag& InTag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGameProgressComponent", "RemoveAdditionalProgressTag"); Params::NoceGameProgressComponent_RemoveAdditionalProgressTag Parms{}; Parms.InTag = std::move(InTag); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGameProgressComponent.RemoveAdditionalProgressTags // (Final, Native, Public, BlueprintCallable) // Parameters: // const struct FGameplayTagContainer& InTagContainer (Parm, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceGameProgressComponent::RemoveAdditionalProgressTags(const struct FGameplayTagContainer& InTagContainer) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGameProgressComponent", "RemoveAdditionalProgressTags"); Params::NoceGameProgressComponent_RemoveAdditionalProgressTags Parms{}; Parms.InTagContainer = std::move(InTagContainer); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGameProgressComponent.SetProgressTag // (Final, Native, Public, BlueprintCallable) // Parameters: // const struct FGameplayTag& InTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ENoceProgressType InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FString& Reason (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceGameProgressComponent::SetProgressTag(const struct FGameplayTag& InTag, ENoceProgressType InType, const class FString& Reason) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGameProgressComponent", "SetProgressTag"); Params::NoceGameProgressComponent_SetProgressTag Parms{}; Parms.InTag = std::move(InTag); Parms.InType = InType; Parms.Reason = std::move(Reason); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLocalPlayer.GetSharedSettings // (Final, Native, Public) // Parameters: // class UNoceSystemSaveGame* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UNoceSystemSaveGame* UNoceLocalPlayer::GetSharedSettings() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLocalPlayer", "GetSharedSettings"); Params::NoceLocalPlayer_GetSharedSettings Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLocalPlayer.GetLocalSettings // (Final, Native, Public, Const) // Parameters: // class UNoceLocalGameUserSettings* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UNoceLocalGameUserSettings* UNoceLocalPlayer::GetLocalSettings() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLocalPlayer", "GetLocalSettings"); Params::NoceLocalPlayer_GetLocalSettings Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePauseListItemWidget.Init // (Final, Native, Public, BlueprintCallable) // Parameters: // class UObject* Object (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePauseListItemWidget::Init(class UObject* Object) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePauseListItemWidget", "Init"); Params::NocePauseListItemWidget_Init Parms{}; Parms.Object = Object; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePauseListItemWidget.UpdateDescription // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FText& InDescriptionText (Parm, NativeAccessSpecifierPublic) void UNocePauseListItemWidget::UpdateDescription(const class FText& InDescriptionText) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePauseListItemWidget", "UpdateDescription"); Params::NocePauseListItemWidget_UpdateDescription Parms{}; Parms.InDescriptionText = std::move(InDescriptionText); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceGameProgressInterface.AddAdditionalProgressTag // (Native, Public, BlueprintCallable) // Parameters: // const struct FGameplayTag& InTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ENoceProgressType InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FString& Reason (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool INoceGameProgressInterface::AddAdditionalProgressTag(const struct FGameplayTag& InTag, ENoceProgressType InType, const class FString& Reason) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("NoceGameProgressInterface", "AddAdditionalProgressTag"); Params::NoceGameProgressInterface_AddAdditionalProgressTag Parms{}; Parms.InTag = std::move(InTag); Parms.InType = InType; Parms.Reason = std::move(Reason); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGameProgressInterface.GetAdditionalProgressTagContainer // (Native, Public, BlueprintCallable) // Parameters: // struct FGameplayTagContainer ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FGameplayTagContainer INoceGameProgressInterface::GetAdditionalProgressTagContainer() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("NoceGameProgressInterface", "GetAdditionalProgressTagContainer"); Params::NoceGameProgressInterface_GetAdditionalProgressTagContainer Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGameProgressInterface.GetBGMProgressTag // (Native, Public, BlueprintCallable) // Parameters: // struct FGameplayTag ReturnValue (Parm, OutParm, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) struct FGameplayTag INoceGameProgressInterface::GetBGMProgressTag() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("NoceGameProgressInterface", "GetBGMProgressTag"); Params::NoceGameProgressInterface_GetBGMProgressTag Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGameProgressInterface.GetHistoryAdditionalProgressTagContainer // (Native, Public, BlueprintCallable) // Parameters: // struct FGameplayTagContainer ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FGameplayTagContainer INoceGameProgressInterface::GetHistoryAdditionalProgressTagContainer() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("NoceGameProgressInterface", "GetHistoryAdditionalProgressTagContainer"); Params::NoceGameProgressInterface_GetHistoryAdditionalProgressTagContainer Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGameProgressInterface.GetHistoryProgressTagContainer // (Native, Public, BlueprintCallable) // Parameters: // struct FGameplayTagContainer ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FGameplayTagContainer INoceGameProgressInterface::GetHistoryProgressTagContainer() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("NoceGameProgressInterface", "GetHistoryProgressTagContainer"); Params::NoceGameProgressInterface_GetHistoryProgressTagContainer Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGameProgressInterface.GetManipulatedProgress // (Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool INoceGameProgressInterface::GetManipulatedProgress() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("NoceGameProgressInterface", "GetManipulatedProgress"); Params::NoceGameProgressInterface_GetManipulatedProgress Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGameProgressInterface.GetNewGameProgressTag // (Native, Public, BlueprintCallable) // Parameters: // struct FGameplayTag ReturnValue (Parm, OutParm, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) struct FGameplayTag INoceGameProgressInterface::GetNewGameProgressTag() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("NoceGameProgressInterface", "GetNewGameProgressTag"); Params::NoceGameProgressInterface_GetNewGameProgressTag Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGameProgressInterface.GetProgressTag // (Native, Public, BlueprintCallable) // Parameters: // struct FGameplayTag ReturnValue (Parm, OutParm, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) struct FGameplayTag INoceGameProgressInterface::GetProgressTag() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("NoceGameProgressInterface", "GetProgressTag"); Params::NoceGameProgressInterface_GetProgressTag Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGameProgressInterface.GetStateMachineProgressTag // (Native, Public, BlueprintCallable) // Parameters: // struct FGameplayTag ReturnValue (Parm, OutParm, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) struct FGameplayTag INoceGameProgressInterface::GetStateMachineProgressTag() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("NoceGameProgressInterface", "GetStateMachineProgressTag"); Params::NoceGameProgressInterface_GetStateMachineProgressTag Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGameProgressInterface.HasAdditionalTag // (Native, Public, BlueprintCallable) // Parameters: // const struct FGameplayTag& TargetTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool INoceGameProgressInterface::HasAdditionalTag(const struct FGameplayTag& TargetTag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("NoceGameProgressInterface", "HasAdditionalTag"); Params::NoceGameProgressInterface_HasAdditionalTag Parms{}; Parms.TargetTag = std::move(TargetTag); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGameProgressInterface.HasAllAdditionalTag // (Native, Public, BlueprintCallable) // Parameters: // const struct FGameplayTagContainer& TargetTag (Parm, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool INoceGameProgressInterface::HasAllAdditionalTag(const struct FGameplayTagContainer& TargetTag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("NoceGameProgressInterface", "HasAllAdditionalTag"); Params::NoceGameProgressInterface_HasAllAdditionalTag Parms{}; Parms.TargetTag = std::move(TargetTag); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGameProgressInterface.HasAnyAdditionalTag // (Native, Public, BlueprintCallable) // Parameters: // const struct FGameplayTagContainer& TargetTag (Parm, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool INoceGameProgressInterface::HasAnyAdditionalTag(const struct FGameplayTagContainer& TargetTag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("NoceGameProgressInterface", "HasAnyAdditionalTag"); Params::NoceGameProgressInterface_HasAnyAdditionalTag Parms{}; Parms.TargetTag = std::move(TargetTag); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGameProgressInterface.IsInDarkShrine // (Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool INoceGameProgressInterface::IsInDarkShrine() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("NoceGameProgressInterface", "IsInDarkShrine"); Params::NoceGameProgressInterface_IsInDarkShrine Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGameProgressInterface.IsInEnding // (Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool INoceGameProgressInterface::IsInEnding() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("NoceGameProgressInterface", "IsInEnding"); Params::NoceGameProgressInterface_IsInEnding Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGameProgressInterface.IsInEndingBranchDecidedChapter // (Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool INoceGameProgressInterface::IsInEndingBranchDecidedChapter() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("NoceGameProgressInterface", "IsInEndingBranchDecidedChapter"); Params::NoceGameProgressInterface_IsInEndingBranchDecidedChapter Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGameProgressInterface.IsInExplore // (Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool INoceGameProgressInterface::IsInExplore() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("NoceGameProgressInterface", "IsInExplore"); Params::NoceGameProgressInterface_IsInExplore Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGameProgressInterface.IsInHellMode // (Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool INoceGameProgressInterface::IsInHellMode() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("NoceGameProgressInterface", "IsInHellMode"); Params::NoceGameProgressInterface_IsInHellMode Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGameProgressInterface.IsInMainStory // (Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool INoceGameProgressInterface::IsInMainStory() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("NoceGameProgressInterface", "IsInMainStory"); Params::NoceGameProgressInterface_IsInMainStory Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGameProgressInterface.IsProgressReady // (Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool INoceGameProgressInterface::IsProgressReady() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("NoceGameProgressInterface", "IsProgressReady"); Params::NoceGameProgressInterface_IsProgressReady Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGameProgressInterface.MatchProgressTag // (Native, Public, BlueprintCallable) // Parameters: // const struct FGameplayTag& TargetTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool INoceGameProgressInterface::MatchProgressTag(const struct FGameplayTag& TargetTag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("NoceGameProgressInterface", "MatchProgressTag"); Params::NoceGameProgressInterface_MatchProgressTag Parms{}; Parms.TargetTag = std::move(TargetTag); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGameProgressInterface.RemoveAdditionalProgressTag // (Native, Public, BlueprintCallable) // Parameters: // const struct FGameplayTag& InTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool INoceGameProgressInterface::RemoveAdditionalProgressTag(const struct FGameplayTag& InTag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("NoceGameProgressInterface", "RemoveAdditionalProgressTag"); Params::NoceGameProgressInterface_RemoveAdditionalProgressTag Parms{}; Parms.InTag = std::move(InTag); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGameProgressInterface.RemoveAdditionalProgressTags // (Native, Public, BlueprintCallable) // Parameters: // const struct FGameplayTagContainer& InTagContainer (Parm, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool INoceGameProgressInterface::RemoveAdditionalProgressTags(const struct FGameplayTagContainer& InTagContainer) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("NoceGameProgressInterface", "RemoveAdditionalProgressTags"); Params::NoceGameProgressInterface_RemoveAdditionalProgressTags Parms{}; Parms.InTagContainer = std::move(InTagContainer); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGameProgressInterface.RemoveLeafAdditionalTags // (Native, Public, BlueprintCallable) // Parameters: // const struct FGameplayTag& InParentTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool INoceGameProgressInterface::RemoveLeafAdditionalTags(const struct FGameplayTag& InParentTag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("NoceGameProgressInterface", "RemoveLeafAdditionalTags"); Params::NoceGameProgressInterface_RemoveLeafAdditionalTags Parms{}; Parms.InParentTag = std::move(InParentTag); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGameProgressInterface.SetBGMProgressTag // (Native, Public, BlueprintCallable) // Parameters: // const struct FGameplayTag& InTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void INoceGameProgressInterface::SetBGMProgressTag(const struct FGameplayTag& InTag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("NoceGameProgressInterface", "SetBGMProgressTag"); Params::NoceGameProgressInterface_SetBGMProgressTag Parms{}; Parms.InTag = std::move(InTag); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceGameProgressInterface.SetProgressTag // (Native, Public, BlueprintCallable) // Parameters: // const struct FGameplayTag& InTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ENoceProgressType InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FString& Reason (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool INoceGameProgressInterface::SetProgressTag(const struct FGameplayTag& InTag, ENoceProgressType InType, const class FString& Reason) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("NoceGameProgressInterface", "SetProgressTag"); Params::NoceGameProgressInterface_SetProgressTag Parms{}; Parms.InTag = std::move(InTag); Parms.InType = InType; Parms.Reason = std::move(Reason); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGameProgressInterface.UsedProgressDebug // (Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool INoceGameProgressInterface::UsedProgressDebug() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("NoceGameProgressInterface", "UsedProgressDebug"); Params::NoceGameProgressInterface_UsedProgressDebug Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceMainmenuWidget.BP_NewGameWidgetByIntent // (Event, Protected, BlueprintCallable, BlueprintEvent) // Parameters: // bool InIsContinue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceMainmenuWidget::BP_NewGameWidgetByIntent(bool InIsContinue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceMainmenuWidget", "BP_NewGameWidgetByIntent"); Params::NoceMainmenuWidget_BP_NewGameWidgetByIntent Parms{}; Parms.InIsContinue = InIsContinue; UObject::ProcessEvent(Func, &Parms); } // Function GameNoce.NoceMainmenuWidget.BP_SeamlessTravel // (Event, Protected, BlueprintCallable, BlueprintEvent) void UNoceMainmenuWidget::BP_SeamlessTravel() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceMainmenuWidget", "BP_SeamlessTravel"); UObject::ProcessEvent(Func, nullptr); } // Function GameNoce.NoceMainmenuWidget.ClearCancelAction // (Final, Native, Public, BlueprintCallable) void UNoceMainmenuWidget::ClearCancelAction() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceMainmenuWidget", "ClearCancelAction"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceMainmenuWidget.CreateChapterListObjs // (Final, Native, Public, BlueprintCallable) // Parameters: // const TArray& ChapterNames (Parm, ZeroConstructor, NativeAccessSpecifierPublic) // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNoceMainmenuWidget::CreateChapterListObjs(const TArray& ChapterNames) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceMainmenuWidget", "CreateChapterListObjs"); Params::NoceMainmenuWidget_CreateChapterListObjs Parms{}; Parms.ChapterNames = std::move(ChapterNames); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceMainmenuWidget.CreateDevInfo // (Native, Event, Protected, BlueprintCallable, BlueprintEvent) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceMainmenuWidget::CreateDevInfo() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceMainmenuWidget", "CreateDevInfo"); Params::NoceMainmenuWidget_CreateDevInfo Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceMainmenuWidget.CreateExploreListObjs // (Final, Native, Public, BlueprintCallable) // Parameters: // const TArray& ExploreNames (Parm, ZeroConstructor, NativeAccessSpecifierPublic) // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNoceMainmenuWidget::CreateExploreListObjs(const TArray& ExploreNames) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceMainmenuWidget", "CreateExploreListObjs"); Params::NoceMainmenuWidget_CreateExploreListObjs Parms{}; Parms.ExploreNames = std::move(ExploreNames); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceMainmenuWidget.ExecuteObj // (Final, Native, Public, BlueprintCallable) // Parameters: // class UMainMenuListObject* Obj (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceMainmenuWidget::ExecuteObj(class UMainMenuListObject* Obj) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceMainmenuWidget", "ExecuteObj"); Params::NoceMainmenuWidget_ExecuteObj Parms{}; Parms.Obj = Obj; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceMainmenuWidget.GetMainMenuListObjs // (Final, Native, Public, BlueprintCallable) // Parameters: // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNoceMainmenuWidget::GetMainMenuListObjs() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceMainmenuWidget", "GetMainMenuListObjs"); Params::NoceMainmenuWidget_GetMainMenuListObjs Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceMainmenuWidget.HasContinue // (Event, Protected, BlueprintCallable, BlueprintEvent) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceMainmenuWidget::HasContinue() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceMainmenuWidget", "HasContinue"); Params::NoceMainmenuWidget_HasContinue Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function GameNoce.NoceMainmenuWidget.SetupCancelActionToMainMenu // (Final, Native, Public, BlueprintCallable) void UNoceMainmenuWidget::SetupCancelActionToMainMenu() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceMainmenuWidget", "SetupCancelActionToMainMenu"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceMainmenuWidget.ToChapter // (Event, Protected, BlueprintCallable, BlueprintEvent) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceMainmenuWidget::ToChapter() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceMainmenuWidget", "ToChapter"); Params::NoceMainmenuWidget_ToChapter Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function GameNoce.NoceMainmenuWidget.ToChapterMenu // (Event, Protected, BlueprintCallable, BlueprintEvent) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceMainmenuWidget::ToChapterMenu() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceMainmenuWidget", "ToChapterMenu"); Params::NoceMainmenuWidget_ToChapterMenu Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function GameNoce.NoceMainmenuWidget.ToChapterMenu2 // (Event, Protected, BlueprintCallable, BlueprintEvent) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceMainmenuWidget::ToChapterMenu2() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceMainmenuWidget", "ToChapterMenu2"); Params::NoceMainmenuWidget_ToChapterMenu2 Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function GameNoce.NoceMainmenuWidget.ToCombatTest // (Event, Protected, BlueprintCallable, BlueprintEvent) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceMainmenuWidget::ToCombatTest() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceMainmenuWidget", "ToCombatTest"); Params::NoceMainmenuWidget_ToCombatTest Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function GameNoce.NoceMainmenuWidget.ToContinue // (Event, Protected, BlueprintCallable, BlueprintEvent) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceMainmenuWidget::ToContinue() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceMainmenuWidget", "ToContinue"); Params::NoceMainmenuWidget_ToContinue Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function GameNoce.NoceMainmenuWidget.ToDemo // (Event, Protected, BlueprintCallable, BlueprintEvent) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceMainmenuWidget::ToDemo() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceMainmenuWidget", "ToDemo"); Params::NoceMainmenuWidget_ToDemo Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function GameNoce.NoceMainmenuWidget.ToEndingList // (Event, Protected, BlueprintCallable, BlueprintEvent) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceMainmenuWidget::ToEndingList() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceMainmenuWidget", "ToEndingList"); Params::NoceMainmenuWidget_ToEndingList Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function GameNoce.NoceMainmenuWidget.ToExitGame // (Event, Protected, BlueprintCallable, BlueprintEvent) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceMainmenuWidget::ToExitGame() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceMainmenuWidget", "ToExitGame"); Params::NoceMainmenuWidget_ToExitGame Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function GameNoce.NoceMainmenuWidget.ToExplore // (Event, Protected, BlueprintCallable, BlueprintEvent) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceMainmenuWidget::ToExplore() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceMainmenuWidget", "ToExplore"); Params::NoceMainmenuWidget_ToExplore Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function GameNoce.NoceMainmenuWidget.ToExploreMenu // (Event, Protected, BlueprintCallable, BlueprintEvent) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceMainmenuWidget::ToExploreMenu() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceMainmenuWidget", "ToExploreMenu"); Params::NoceMainmenuWidget_ToExploreMenu Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function GameNoce.NoceMainmenuWidget.ToJPTest0 // (Event, Protected, BlueprintCallable, BlueprintEvent) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceMainmenuWidget::ToJPTest0() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceMainmenuWidget", "ToJPTest0"); Params::NoceMainmenuWidget_ToJPTest0 Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function GameNoce.NoceMainmenuWidget.ToJPTest1 // (Event, Protected, BlueprintCallable, BlueprintEvent) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceMainmenuWidget::ToJPTest1() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceMainmenuWidget", "ToJPTest1"); Params::NoceMainmenuWidget_ToJPTest1 Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function GameNoce.NoceMainmenuWidget.ToJPTest2 // (Event, Protected, BlueprintCallable, BlueprintEvent) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceMainmenuWidget::ToJPTest2() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceMainmenuWidget", "ToJPTest2"); Params::NoceMainmenuWidget_ToJPTest2 Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function GameNoce.NoceMainmenuWidget.ToJPTest3 // (Event, Protected, BlueprintCallable, BlueprintEvent) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceMainmenuWidget::ToJPTest3() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceMainmenuWidget", "ToJPTest3"); Params::NoceMainmenuWidget_ToJPTest3 Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function GameNoce.NoceMainmenuWidget.ToLoadGamePanel // (Event, Protected, BlueprintCallable, BlueprintEvent) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceMainmenuWidget::ToLoadGamePanel() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceMainmenuWidget", "ToLoadGamePanel"); Params::NoceMainmenuWidget_ToLoadGamePanel Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function GameNoce.NoceMainmenuWidget.ToMainMenu // (Event, Protected, BlueprintCallable, BlueprintEvent) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceMainmenuWidget::ToMainMenu() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceMainmenuWidget", "ToMainMenu"); Params::NoceMainmenuWidget_ToMainMenu Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function GameNoce.NoceMainmenuWidget.ToNewGame // (Event, Protected, BlueprintCallable, BlueprintEvent) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceMainmenuWidget::ToNewGame() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceMainmenuWidget", "ToNewGame"); Params::NoceMainmenuWidget_ToNewGame Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function GameNoce.NoceMainmenuWidget.ToOption // (Event, Protected, BlueprintCallable, BlueprintEvent) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceMainmenuWidget::ToOption() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceMainmenuWidget", "ToOption"); Params::NoceMainmenuWidget_ToOption Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function GameNoce.NoceGameSettingFunctionLibrary.ExecuteSettingAction // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UGameSettingAction* Action (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool MarkAsDirty (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceGameSettingFunctionLibrary::ExecuteSettingAction(class UGameSettingAction* Action, bool MarkAsDirty) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceGameSettingFunctionLibrary", "ExecuteSettingAction"); Params::NoceGameSettingFunctionLibrary_ExecuteSettingAction Parms{}; Parms.Action = Action; Parms.MarkAsDirty = MarkAsDirty; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceGameSettingFunctionLibrary.GetOptionText // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // const class FString& InKey (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) class FText UNoceGameSettingFunctionLibrary::GetOptionText(const class FString& InKey) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceGameSettingFunctionLibrary", "GetOptionText"); Params::NoceGameSettingFunctionLibrary_GetOptionText Parms{}; Parms.InKey = std::move(InKey); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGameSettingFunctionLibrary.GetOptionTextWithTableID // (Final, Native, Static, Public, HasOutParams, BlueprintCallable) // Parameters: // const class FName& InTableID (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FString& InKey (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) class FText UNoceGameSettingFunctionLibrary::GetOptionTextWithTableID(const class FName& InTableID, const class FString& InKey) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceGameSettingFunctionLibrary", "GetOptionTextWithTableID"); Params::NoceGameSettingFunctionLibrary_GetOptionTextWithTableID Parms{}; Parms.InTableID = InTableID; Parms.InKey = std::move(InKey); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceNpcCharacter.Kill // (Native, Public, BlueprintCallable) void ANoceNpcCharacter::Kill() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceNpcCharacter", "Kill"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceNpcCharacter.ResetMovementState // (Final, Native, Public, BlueprintCallable) void ANoceNpcCharacter::ResetMovementState() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceNpcCharacter", "ResetMovementState"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceNpcCharacter.SetRootMotionScale // (Final, Native, Public, BlueprintCallable) // Parameters: // float InScale (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceNpcCharacter::SetRootMotionScale(float InScale) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceNpcCharacter", "SetRootMotionScale"); Params::NoceNpcCharacter_SetRootMotionScale Parms{}; Parms.InScale = InScale; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceNpcCharacter.TryCreateRecord // (Native, Public, BlueprintCallable) void ANoceNpcCharacter::TryCreateRecord() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceNpcCharacter", "TryCreateRecord"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceGameSettingRegistry.BP_Init // (Final, Native, Public, BlueprintCallable) // Parameters: // class ULocalPlayer* InLocalPlayer (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceGameSettingRegistry::BP_Init(class ULocalPlayer* InLocalPlayer) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGameSettingRegistry", "BP_Init"); Params::NoceGameSettingRegistry_BP_Init Parms{}; Parms.InLocalPlayer = InLocalPlayer; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceGameSettingRegistry.BP_SaveChanges // (Final, Native, Public, BlueprintCallable) void UNoceGameSettingRegistry::BP_SaveChanges() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGameSettingRegistry", "BP_SaveChanges"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceGameState.GetGameProgressTag // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // struct FGameplayTag ReturnValue (Parm, OutParm, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) struct FGameplayTag ANoceGameState::GetGameProgressTag() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGameState", "GetGameProgressTag"); Params::NoceGameState_GetGameProgressTag Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGameState.GetProgressStateInstanceStack // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // TSubclassOf StateClass (Parm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bCheckNested (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bIncludeChildren (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class USMStateInstance_Base* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class USMStateInstance_Base* ANoceGameState::GetProgressStateInstanceStack(TSubclassOf StateClass, bool bCheckNested, bool bIncludeChildren) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGameState", "GetProgressStateInstanceStack"); Params::NoceGameState_GetProgressStateInstanceStack Parms{}; Parms.StateClass = StateClass; Parms.bCheckNested = bCheckNested; Parms.bIncludeChildren = bIncludeChildren; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGameState.IsDarkHinakoChapter // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // const struct FGameplayTag& InTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ENoceRoundType InRound (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceGameState::IsDarkHinakoChapter(const struct FGameplayTag& InTag, ENoceRoundType InRound) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGameState", "IsDarkHinakoChapter"); Params::NoceGameState_IsDarkHinakoChapter Parms{}; Parms.InTag = std::move(InTag); Parms.InRound = InRound; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGameState.IsDarkShrine // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // const struct FGameplayTag& InTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceGameState::IsDarkShrine(const struct FGameplayTag& InTag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGameState", "IsDarkShrine"); Params::NoceGameState_IsDarkShrine Parms{}; Parms.InTag = std::move(InTag); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGameState.IsEnding // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // const struct FGameplayTag& InTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceGameState::IsEnding(const struct FGameplayTag& InTag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGameState", "IsEnding"); Params::NoceGameState_IsEnding Parms{}; Parms.InTag = std::move(InTag); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGameState.IsEndingBranchDecidedChapter // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // const struct FGameplayTag& InTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceGameState::IsEndingBranchDecidedChapter(const struct FGameplayTag& InTag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGameState", "IsEndingBranchDecidedChapter"); Params::NoceGameState_IsEndingBranchDecidedChapter Parms{}; Parms.InTag = std::move(InTag); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGameState.IsExploreMode // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // const struct FGameplayTag& InTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceGameState::IsExploreMode(const struct FGameplayTag& InTag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGameState", "IsExploreMode"); Params::NoceGameState_IsExploreMode Parms{}; Parms.InTag = std::move(InTag); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGameState.IsHellMode // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // const struct FGameplayTag& InTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceGameState::IsHellMode(const struct FGameplayTag& InTag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGameState", "IsHellMode"); Params::NoceGameState_IsHellMode Parms{}; Parms.InTag = std::move(InTag); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGameState.IsInChapter // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // ENoceChapterType InChapterType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceGameState::IsInChapter(ENoceChapterType InChapterType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGameState", "IsInChapter"); Params::NoceGameState_IsInChapter Parms{}; Parms.InChapterType = InChapterType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGameState.IsInEndGame // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceGameState::IsInEndGame() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGameState", "IsInEndGame"); Params::NoceGameState_IsInEndGame Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGameState.IsMainStory // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // const struct FGameplayTag& InTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceGameState::IsMainStory(const struct FGameplayTag& InTag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGameState", "IsMainStory"); Params::NoceGameState_IsMainStory Parms{}; Parms.InTag = std::move(InTag); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGameState.OnGameInitialized // (Final, Native, Public) void ANoceGameState::OnGameInitialized() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGameState", "OnGameInitialized"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceGameState.OnPlayerReady // (Final, Native, Public) void ANoceGameState::OnPlayerReady() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGameState", "OnPlayerReady"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePickPreviewImageWidgetBase.ShowItem // (Native, Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // const ENoceInventoryType& Type (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FName& ID (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePickPreviewImageWidgetBase::ShowItem(const ENoceInventoryType& Type, const class FName& ID, bool* NoUse) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickPreviewImageWidgetBase", "ShowItem"); Params::NocePickPreviewImageWidgetBase_ShowItem Parms{}; Parms.Type = Type; Parms.ID = ID; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (NoUse != nullptr) *NoUse = Parms.NoUse; } // Function GameNoce.NoceGASFunctionLibrary.GetPrimaryAbilityHandleFromClass // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UAbilitySystemComponent* AbilitySystemComponent (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TSubclassOf InAbilityClass (Parm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FGameplayAbilitySpecHandle ReturnValue (Parm, OutParm, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) struct FGameplayAbilitySpecHandle UNoceGASFunctionLibrary::GetPrimaryAbilityHandleFromClass(class UAbilitySystemComponent* AbilitySystemComponent, TSubclassOf InAbilityClass) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceGASFunctionLibrary", "GetPrimaryAbilityHandleFromClass"); Params::NoceGASFunctionLibrary_GetPrimaryAbilityHandleFromClass Parms{}; Parms.AbilitySystemComponent = AbilitySystemComponent; Parms.InAbilityClass = InAbilityClass; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGASFunctionLibrary.GetPrimaryAbilityInstanceFromClass // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UAbilitySystemComponent* AbilitySystemComponent (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TSubclassOf InAbilityClass (Parm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UNoceGameplayAbility* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UNoceGameplayAbility* UNoceGASFunctionLibrary::GetPrimaryAbilityInstanceFromClass(class UAbilitySystemComponent* AbilitySystemComponent, TSubclassOf InAbilityClass) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceGASFunctionLibrary", "GetPrimaryAbilityInstanceFromClass"); Params::NoceGASFunctionLibrary_GetPrimaryAbilityInstanceFromClass Parms{}; Parms.AbilitySystemComponent = AbilitySystemComponent; Parms.InAbilityClass = InAbilityClass; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGASFunctionLibrary.GetPrimaryAbilityInstanceFromHandle // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UAbilitySystemComponent* AbilitySystemComponent (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayAbilitySpecHandle&Handle (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UNoceGameplayAbility* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UNoceGameplayAbility* UNoceGASFunctionLibrary::GetPrimaryAbilityInstanceFromHandle(class UAbilitySystemComponent* AbilitySystemComponent, const struct FGameplayAbilitySpecHandle& Handle) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceGASFunctionLibrary", "GetPrimaryAbilityInstanceFromHandle"); Params::NoceGASFunctionLibrary_GetPrimaryAbilityInstanceFromHandle Parms{}; Parms.AbilitySystemComponent = AbilitySystemComponent; Parms.Handle = std::move(Handle); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGASFunctionLibrary.IsPrimaryAbilityInstanceActive // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UAbilitySystemComponent* AbilitySystemComponent (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayAbilitySpecHandle&Handle (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceGASFunctionLibrary::IsPrimaryAbilityInstanceActive(class UAbilitySystemComponent* AbilitySystemComponent, const struct FGameplayAbilitySpecHandle& Handle) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceGASFunctionLibrary", "IsPrimaryAbilityInstanceActive"); Params::NoceGASFunctionLibrary_IsPrimaryAbilityInstanceActive Parms{}; Parms.AbilitySystemComponent = AbilitySystemComponent; Parms.Handle = std::move(Handle); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGA_DetectEnemyInSight.End // (Final, Native, Public, BlueprintCallable) void UNoceGA_DetectEnemyInSight::End() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGA_DetectEnemyInSight", "End"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceGA_DetectEnemyInSight.HandleCombatAmbushed // (Event, Public, BlueprintEvent) void UNoceGA_DetectEnemyInSight::HandleCombatAmbushed() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGA_DetectEnemyInSight", "HandleCombatAmbushed"); UObject::ProcessEvent(Func, nullptr); } // Function GameNoce.NoceGA_DetectEnemyInSight.HandleCombatEnded // (Event, Public, BlueprintEvent) void UNoceGA_DetectEnemyInSight::HandleCombatEnded() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGA_DetectEnemyInSight", "HandleCombatEnded"); UObject::ProcessEvent(Func, nullptr); } // Function GameNoce.NoceGA_DetectEnemyInSight.HandleCombatEngaged // (Event, Public, BlueprintEvent) void UNoceGA_DetectEnemyInSight::HandleCombatEngaged() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGA_DetectEnemyInSight", "HandleCombatEngaged"); UObject::ProcessEvent(Func, nullptr); } // Function GameNoce.NoceGA_DetectEnemyInSight.HandleCombatEscaped // (Event, Public, BlueprintEvent) void UNoceGA_DetectEnemyInSight::HandleCombatEscaped() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGA_DetectEnemyInSight", "HandleCombatEscaped"); UObject::ProcessEvent(Func, nullptr); } // Function GameNoce.NoceGA_DetectEnemyInSight.HandleCombatWave // (Event, Public, BlueprintEvent) void UNoceGA_DetectEnemyInSight::HandleCombatWave() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGA_DetectEnemyInSight", "HandleCombatWave"); UObject::ProcessEvent(Func, nullptr); } // Function GameNoce.NoceGA_DetectEnemyInSight.HandleSeeingResurrectEnemies // (Event, Public, BlueprintEvent) void UNoceGA_DetectEnemyInSight::HandleSeeingResurrectEnemies() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGA_DetectEnemyInSight", "HandleSeeingResurrectEnemies"); UObject::ProcessEvent(Func, nullptr); } // Function GameNoce.NoceGA_DetectEnemyInSight.Initialize // (Final, Native, Public, BlueprintCallable) void UNoceGA_DetectEnemyInSight::Initialize() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGA_DetectEnemyInSight", "Initialize"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceGA_DetectEnemyInSight.OnEnemyInSightChanged // (Event, Public, BlueprintEvent) // Parameters: // bool NewEnemyInSight (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceGA_DetectEnemyInSight::OnEnemyInSightChanged(bool NewEnemyInSight) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGA_DetectEnemyInSight", "OnEnemyInSightChanged"); Params::NoceGA_DetectEnemyInSight_OnEnemyInSightChanged Parms{}; Parms.NewEnemyInSight = NewEnemyInSight; UObject::ProcessEvent(Func, &Parms); } // Function GameNoce.NoceGA_DetectEnemyInSight.OnPlayerDamaged // (Final, Native, Public, BlueprintCallable) // Parameters: // class AActor* InAttacker (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName InComboName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InHealthDamager (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceGA_DetectEnemyInSight::OnPlayerDamaged(class AActor* InAttacker, class FName InComboName, float InHealthDamager) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGA_DetectEnemyInSight", "OnPlayerDamaged"); Params::NoceGA_DetectEnemyInSight_OnPlayerDamaged Parms{}; Parms.InAttacker = InAttacker; Parms.InComboName = InComboName; Parms.InHealthDamager = InHealthDamager; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceGA_DetectEnemyInSight.OnSeeingEnemyChanged // (Event, Public, BlueprintEvent) // Parameters: // bool NewSeeingEnemey (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceGA_DetectEnemyInSight::OnSeeingEnemyChanged(bool NewSeeingEnemey) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGA_DetectEnemyInSight", "OnSeeingEnemyChanged"); Params::NoceGA_DetectEnemyInSight_OnSeeingEnemyChanged Parms{}; Parms.NewSeeingEnemey = NewSeeingEnemey; UObject::ProcessEvent(Func, &Parms); } // Function GameNoce.NoceGA_DetectEnemyInSight.Update // (Final, Native, Public, BlueprintCallable) void UNoceGA_DetectEnemyInSight::Update() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGA_DetectEnemyInSight", "Update"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceGeneralHintWidget.GetFirstNotebookIDInfo // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // ENoceNotebookType* OutType (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName* OutID (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceGeneralHintWidget::GetFirstNotebookIDInfo(ENoceNotebookType* OutType, class FName* OutID) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGeneralHintWidget", "GetFirstNotebookIDInfo"); Params::NoceGeneralHintWidget_GetFirstNotebookIDInfo Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutType != nullptr) *OutType = Parms.OutType; if (OutID != nullptr) *OutID = Parms.OutID; return Parms.ReturnValue; } // Function GameNoce.NoceGeneralHintWidget.Hide // (Final, Native, Public, BlueprintCallable) void UNoceGeneralHintWidget::Hide() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGeneralHintWidget", "Hide"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceGeneralHintWidget.HideHint // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FText& InText (Parm, NativeAccessSpecifierPublic) void UNoceGeneralHintWidget::HideHint(const class FText& InText) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGeneralHintWidget", "HideHint"); Params::NoceGeneralHintWidget_HideHint Parms{}; Parms.InText = std::move(InText); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceGeneralHintWidget.HideLine // (Final, Native, Public, BlueprintCallable) void UNoceGeneralHintWidget::HideLine() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGeneralHintWidget", "HideLine"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceGeneralHintWidget.OnEnterEvent // (Final, Native, Protected) void UNoceGeneralHintWidget::OnEnterEvent() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGeneralHintWidget", "OnEnterEvent"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceGeneralHintWidget.OnSettingChanged // (Final, Native, Protected) // Parameters: // class UNoceSystemSaveGame* SystemSave (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceGeneralHintWidget::OnSettingChanged(class UNoceSystemSaveGame* SystemSave) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGeneralHintWidget", "OnSettingChanged"); Params::NoceGeneralHintWidget_OnSettingChanged Parms{}; Parms.SystemSave = SystemSave; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceGeneralHintWidget.OnUsingGimmick // (Final, Native, Protected) // Parameters: // bool IsUsing (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceGeneralHintWidget::OnUsingGimmick(bool IsUsing) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGeneralHintWidget", "OnUsingGimmick"); Params::NoceGeneralHintWidget_OnUsingGimmick Parms{}; Parms.IsUsing = IsUsing; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceGeneralHintWidget.Show // (Final, Native, Public, BlueprintCallable) void UNoceGeneralHintWidget::Show() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGeneralHintWidget", "Show"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceGeneralHintWidget.ShowHint // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FText& InText (Parm, NativeAccessSpecifierPublic) // float InDuration (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceGeneralHintWidget::ShowHint(const class FText& InText, float InDuration) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGeneralHintWidget", "ShowHint"); Params::NoceGeneralHintWidget_ShowHint Parms{}; Parms.InText = std::move(InText); Parms.InDuration = InDuration; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceGeneralHintWidget.ShowNotebookUpdateWithID // (Final, Native, Public, BlueprintCallable) // Parameters: // ENoceNotebookType InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName InNotebookID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceGeneralHintWidget::ShowNotebookUpdateWithID(ENoceNotebookType InType, class FName InNotebookID) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGeneralHintWidget", "ShowNotebookUpdateWithID"); Params::NoceGeneralHintWidget_ShowNotebookUpdateWithID Parms{}; Parms.InType = InType; Parms.InNotebookID = InNotebookID; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceGeneralHintWidget.ShowTutorial // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName InNotebookID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool InHasNotebookID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FText& InText (Parm, NativeAccessSpecifierPublic) // float InDuration (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ENoceNotebookType InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceGeneralHintWidget::ShowTutorial(class FName InNotebookID, bool InHasNotebookID, const class FText& InText, float InDuration, ENoceNotebookType InType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGeneralHintWidget", "ShowTutorial"); Params::NoceGeneralHintWidget_ShowTutorial Parms{}; Parms.InNotebookID = InNotebookID; Parms.InHasNotebookID = InHasNotebookID; Parms.InText = std::move(InText); Parms.InDuration = InDuration; Parms.InType = InType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceGlobalDelegates.HandleGameInstanceShutdown // (Final, Native, Public) void UNoceGlobalDelegates::HandleGameInstanceShutdown() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGlobalDelegates", "HandleGameInstanceShutdown"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceGlobalDelegates.IsInExamineMode // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceGlobalDelegates::IsInExamineMode() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGlobalDelegates", "IsInExamineMode"); Params::NoceGlobalDelegates_IsInExamineMode Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGlobalDelegates.IsInNotebookOpen // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceGlobalDelegates::IsInNotebookOpen() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGlobalDelegates", "IsInNotebookOpen"); Params::NoceGlobalDelegates_IsInNotebookOpen Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGlobalDelegates.IsUsingGimmick // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceGlobalDelegates::IsUsingGimmick() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGlobalDelegates", "IsUsingGimmick"); Params::NoceGlobalDelegates_IsUsingGimmick Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGlobalDelegates.OnHandleSkipSequence // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName InDataRowName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceGlobalDelegates::OnHandleSkipSequence(class FName InDataRowName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGlobalDelegates", "OnHandleSkipSequence"); Params::NoceGlobalDelegates_OnHandleSkipSequence Parms{}; Parms.InDataRowName = InDataRowName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceGlobalDelegates.ResetEventState // (Final, Native, Public) void UNoceGlobalDelegates::ResetEventState() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGlobalDelegates", "ResetEventState"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceGlobalDelegates.ResetStatus // (Final, Native, Public, BlueprintCallable) void UNoceGlobalDelegates::ResetStatus() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGlobalDelegates", "ResetStatus"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceGlobalDelegates.SetExamineMode // (Final, Native, Public) // Parameters: // bool IsEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceGlobalDelegates::SetExamineMode(bool IsEnable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGlobalDelegates", "SetExamineMode"); Params::NoceGlobalDelegates_SetExamineMode Parms{}; Parms.IsEnable = IsEnable; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceGlobalDelegates.SetInEvent // (Final, Native, Public) // Parameters: // bool IsEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ENoceEventModeType InEventModeType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ENoceCineEventUserType InCineEventUserType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceGlobalDelegates::SetInEvent(bool IsEnable, ENoceEventModeType InEventModeType, ENoceCineEventUserType InCineEventUserType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGlobalDelegates", "SetInEvent"); Params::NoceGlobalDelegates_SetInEvent Parms{}; Parms.IsEnable = IsEnable; Parms.InEventModeType = InEventModeType; Parms.InCineEventUserType = InCineEventUserType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceGlobalDelegates.SetNotebookOpen // (Final, Native, Public, BlueprintCallable) // Parameters: // bool IsOpen (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceGlobalDelegates::SetNotebookOpen(bool IsOpen) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGlobalDelegates", "SetNotebookOpen"); Params::NoceGlobalDelegates_SetNotebookOpen Parms{}; Parms.IsOpen = IsOpen; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceGlobalDelegates.SetPlaySequenceStateSeqActor // (Final, Native, Public) // Parameters: // class AActor* InSeqActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceGlobalDelegates::SetPlaySequenceStateSeqActor(class AActor* InSeqActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGlobalDelegates", "SetPlaySequenceStateSeqActor"); Params::NoceGlobalDelegates_SetPlaySequenceStateSeqActor Parms{}; Parms.InSeqActor = InSeqActor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceGlobalDelegates.SetUsingGimmick // (Final, Native, Public) // Parameters: // bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceGlobalDelegates::SetUsingGimmick(bool InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGlobalDelegates", "SetUsingGimmick"); Params::NoceGlobalDelegates_SetUsingGimmick Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceGlobalDelegates.GetCineEventUserType // (Final, Native, Public, Const) // Parameters: // ENoceCineEventUserType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENoceCineEventUserType UNoceGlobalDelegates::GetCineEventUserType() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGlobalDelegates", "GetCineEventUserType"); Params::NoceGlobalDelegates_GetCineEventUserType Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGlobalDelegates.GetEventModeType // (Final, Native, Public, Const) // Parameters: // ENoceEventModeType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENoceEventModeType UNoceGlobalDelegates::GetEventModeType() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGlobalDelegates", "GetEventModeType"); Params::NoceGlobalDelegates_GetEventModeType Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGlobalDelegates.GetPlaySequenceStateSeqActor // (Final, Native, Public, Const) // Parameters: // class AActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AActor* UNoceGlobalDelegates::GetPlaySequenceStateSeqActor() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGlobalDelegates", "GetPlaySequenceStateSeqActor"); Params::NoceGlobalDelegates_GetPlaySequenceStateSeqActor Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGlobalDelegates.IsInEvent // (Final, Native, Public, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceGlobalDelegates::IsInEvent() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceGlobalDelegates", "IsInEvent"); Params::NoceGlobalDelegates_IsInEvent Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePostProcessVolume.OnExitNotebook // (Final, Native, Protected) void ANocePostProcessVolume::OnExitNotebook() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePostProcessVolume", "OnExitNotebook"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePostProcessVolume.OnGameProgressChanged // (Final, Native, Protected) // Parameters: // const struct FGameplayTag& NewTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePostProcessVolume::OnGameProgressChanged(const struct FGameplayTag& NewTag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePostProcessVolume", "OnGameProgressChanged"); Params::NocePostProcessVolume_OnGameProgressChanged Parms{}; Parms.NewTag = std::move(NewTag); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePostProcessVolume.OnGameProgressInitialized // (Final, Native, Protected) // Parameters: // const struct FGameplayTag& NewTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePostProcessVolume::OnGameProgressInitialized(const struct FGameplayTag& NewTag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePostProcessVolume", "OnGameProgressInitialized"); Params::NocePostProcessVolume_OnGameProgressInitialized Parms{}; Parms.NewTag = std::move(NewTag); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePostProcessVolume.OnOpenNotebook // (Final, Native, Protected) void ANocePostProcessVolume::OnOpenNotebook() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePostProcessVolume", "OnOpenNotebook"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceGraphicOptionFunctionLibrary.GetAASuperSamplingModes // (Final, Native, Static, Public, HasOutParams, BlueprintCallable) // Parameters: // bool IsResolution4K (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TArray*OutAvailableModes (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic) void UNoceGraphicOptionFunctionLibrary::GetAASuperSamplingModes(bool IsResolution4K, TArray* OutAvailableModes) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceGraphicOptionFunctionLibrary", "GetAASuperSamplingModes"); Params::NoceGraphicOptionFunctionLibrary_GetAASuperSamplingModes Parms{}; Parms.IsResolution4K = IsResolution4K; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutAvailableModes != nullptr) *OutAvailableModes = std::move(Parms.OutAvailableModes); } // Function GameNoce.NoceGraphicOptionFunctionLibrary.IsHardwardRaytracingSupported // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceGraphicOptionFunctionLibrary::IsHardwardRaytracingSupported() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceGraphicOptionFunctionLibrary", "IsHardwardRaytracingSupported"); Params::NoceGraphicOptionFunctionLibrary_IsHardwardRaytracingSupported Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceGraphicOptionFunctionLibrary.SetAASuperSamplingMode // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // ENoceGraphicAASuperSamplingMode InMode (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceGraphicOptionFunctionLibrary::SetAASuperSamplingMode(ENoceGraphicAASuperSamplingMode InMode) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceGraphicOptionFunctionLibrary", "SetAASuperSamplingMode"); Params::NoceGraphicOptionFunctionLibrary_SetAASuperSamplingMode Parms{}; Parms.InMode = InMode; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceGraphicOptionFunctionLibrary.SetAASuperSamplingQuality // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // ENoceGraphicAASuperSamplingMode InMode (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // uint8 InQuality (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceGraphicOptionFunctionLibrary::SetAASuperSamplingQuality(ENoceGraphicAASuperSamplingMode InMode, uint8 InQuality) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceGraphicOptionFunctionLibrary", "SetAASuperSamplingQuality"); Params::NoceGraphicOptionFunctionLibrary_SetAASuperSamplingQuality Parms{}; Parms.InMode = InMode; Parms.InQuality = InQuality; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceGraphicOptionFunctionLibrary.SetDepthOfField // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // bool bEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceGraphicOptionFunctionLibrary::SetDepthOfField(bool bEnable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceGraphicOptionFunctionLibrary", "SetDepthOfField"); Params::NoceGraphicOptionFunctionLibrary_SetDepthOfField Parms{}; Parms.bEnable = bEnable; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceGraphicOptionFunctionLibrary.SetFakeBackBufferSize // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // int32 InWidth (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 InHeight (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceGraphicOptionFunctionLibrary::SetFakeBackBufferSize(int32 InWidth, int32 InHeight) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceGraphicOptionFunctionLibrary", "SetFakeBackBufferSize"); Params::NoceGraphicOptionFunctionLibrary_SetFakeBackBufferSize Parms{}; Parms.InWidth = InWidth; Parms.InHeight = InHeight; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceGraphicOptionFunctionLibrary.SetGlobalIlluminationMode // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // uint8 InMode (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceGraphicOptionFunctionLibrary::SetGlobalIlluminationMode(uint8 InMode) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceGraphicOptionFunctionLibrary", "SetGlobalIlluminationMode"); Params::NoceGraphicOptionFunctionLibrary_SetGlobalIlluminationMode Parms{}; Parms.InMode = InMode; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceGraphicOptionFunctionLibrary.SetHardwardRaytracing // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // bool bEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceGraphicOptionFunctionLibrary::SetHardwardRaytracing(bool bEnable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceGraphicOptionFunctionLibrary", "SetHardwardRaytracing"); Params::NoceGraphicOptionFunctionLibrary_SetHardwardRaytracing Parms{}; Parms.bEnable = bEnable; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceGraphicOptionFunctionLibrary.SetMotionBlur // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // bool bEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceGraphicOptionFunctionLibrary::SetMotionBlur(bool bEnable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceGraphicOptionFunctionLibrary", "SetMotionBlur"); Params::NoceGraphicOptionFunctionLibrary_SetMotionBlur Parms{}; Parms.bEnable = bEnable; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceGraphicOptionFunctionLibrary.SetPaniniDistortion // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // float InVal (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceGraphicOptionFunctionLibrary::SetPaniniDistortion(float InVal) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceGraphicOptionFunctionLibrary", "SetPaniniDistortion"); Params::NoceGraphicOptionFunctionLibrary_SetPaniniDistortion Parms{}; Parms.InVal = InVal; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceGraphicOptionFunctionLibrary.SetPaniniVerticalCompression // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // float InVal (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceGraphicOptionFunctionLibrary::SetPaniniVerticalCompression(float InVal) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceGraphicOptionFunctionLibrary", "SetPaniniVerticalCompression"); Params::NoceGraphicOptionFunctionLibrary_SetPaniniVerticalCompression Parms{}; Parms.InVal = InVal; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceGraphicOptionFunctionLibrary.SetReflectionMode // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // uint8 InMode (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceGraphicOptionFunctionLibrary::SetReflectionMode(uint8 InMode) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceGraphicOptionFunctionLibrary", "SetReflectionMode"); Params::NoceGraphicOptionFunctionLibrary_SetReflectionMode Parms{}; Parms.InMode = InMode; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceGraphicOptionFunctionLibrary.SetScalability_Effects // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // uint8 InMode (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceGraphicOptionFunctionLibrary::SetScalability_Effects(uint8 InMode) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceGraphicOptionFunctionLibrary", "SetScalability_Effects"); Params::NoceGraphicOptionFunctionLibrary_SetScalability_Effects Parms{}; Parms.InMode = InMode; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceGraphicOptionFunctionLibrary.SetScalability_PostProcessing // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // uint8 InMode (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceGraphicOptionFunctionLibrary::SetScalability_PostProcessing(uint8 InMode) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceGraphicOptionFunctionLibrary", "SetScalability_PostProcessing"); Params::NoceGraphicOptionFunctionLibrary_SetScalability_PostProcessing Parms{}; Parms.InMode = InMode; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceGraphicOptionFunctionLibrary.SetScalability_Shadows // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // uint8 InMode (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceGraphicOptionFunctionLibrary::SetScalability_Shadows(uint8 InMode) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceGraphicOptionFunctionLibrary", "SetScalability_Shadows"); Params::NoceGraphicOptionFunctionLibrary_SetScalability_Shadows Parms{}; Parms.InMode = InMode; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceGraphicOptionFunctionLibrary.SetScalability_Textures // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // uint8 InMode (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceGraphicOptionFunctionLibrary::SetScalability_Textures(uint8 InMode) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceGraphicOptionFunctionLibrary", "SetScalability_Textures"); Params::NoceGraphicOptionFunctionLibrary_SetScalability_Textures Parms{}; Parms.InMode = InMode; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceGraphicOptionFunctionLibrary.SetScalability_ViewDistance // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // uint8 InMode (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceGraphicOptionFunctionLibrary::SetScalability_ViewDistance(uint8 InMode) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceGraphicOptionFunctionLibrary", "SetScalability_ViewDistance"); Params::NoceGraphicOptionFunctionLibrary_SetScalability_ViewDistance Parms{}; Parms.InMode = InMode; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerAnimBankByProgressComp.OnChangedWeapon // (Final, Native, Private) // Parameters: // class ANoceWeapon* InNewWeapon (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerAnimBankByProgressComp::OnChangedWeapon(class ANoceWeapon* InNewWeapon) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerAnimBankByProgressComp", "OnChangedWeapon"); Params::NocePlayerAnimBankByProgressComp_OnChangedWeapon Parms{}; Parms.InNewWeapon = InNewWeapon; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePickupsHelperSubsystem.RegisterPickup // (Final, Native, Public, BlueprintCallable) // Parameters: // class ANocePickupBase* Pickup (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePickupsHelperSubsystem::RegisterPickup(class ANocePickupBase* Pickup) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickupsHelperSubsystem", "RegisterPickup"); Params::NocePickupsHelperSubsystem_RegisterPickup Parms{}; Parms.Pickup = Pickup; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePickupsHelperSubsystem.RegisterPickupsPoint // (Final, Native, Public, BlueprintCallable) // Parameters: // class ANocePickupsPoint* PickupsPoint (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePickupsHelperSubsystem::RegisterPickupsPoint(class ANocePickupsPoint* PickupsPoint) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickupsHelperSubsystem", "RegisterPickupsPoint"); Params::NocePickupsHelperSubsystem_RegisterPickupsPoint Parms{}; Parms.PickupsPoint = PickupsPoint; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePickupsHelperSubsystem.RegisterRummage // (Final, Native, Public, BlueprintCallable) // Parameters: // class ANoceInteractableBase* Rummage (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePickupsHelperSubsystem::RegisterRummage(class ANoceInteractableBase* Rummage) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickupsHelperSubsystem", "RegisterRummage"); Params::NocePickupsHelperSubsystem_RegisterRummage Parms{}; Parms.Rummage = Rummage; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePickupsHelperSubsystem.UnregisterPickup // (Final, Native, Public, BlueprintCallable) // Parameters: // class ANocePickupBase* Pickup (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePickupsHelperSubsystem::UnregisterPickup(class ANocePickupBase* Pickup) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickupsHelperSubsystem", "UnregisterPickup"); Params::NocePickupsHelperSubsystem_UnregisterPickup Parms{}; Parms.Pickup = Pickup; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePickupsHelperSubsystem.UnregisterPickupsPoint // (Final, Native, Public, BlueprintCallable) // Parameters: // class ANocePickupsPoint* PickupsPoint (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePickupsHelperSubsystem::UnregisterPickupsPoint(class ANocePickupsPoint* PickupsPoint) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickupsHelperSubsystem", "UnregisterPickupsPoint"); Params::NocePickupsHelperSubsystem_UnregisterPickupsPoint Parms{}; Parms.PickupsPoint = PickupsPoint; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePickupsHelperSubsystem.UnregisterRummage // (Final, Native, Public, BlueprintCallable) // Parameters: // class ANoceInteractableBase* Rummage (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePickupsHelperSubsystem::UnregisterRummage(class ANoceInteractableBase* Rummage) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickupsHelperSubsystem", "UnregisterRummage"); Params::NocePickupsHelperSubsystem_UnregisterRummage Parms{}; Parms.Rummage = Rummage; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerBroochComponent.HandleOnAddItem // (Final, Native, Protected) // Parameters: // ENoceInventoryType InItemType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName InItemName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerBroochComponent::HandleOnAddItem(ENoceInventoryType InItemType, class FName InItemName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerBroochComponent", "HandleOnAddItem"); Params::NocePlayerBroochComponent_HandleOnAddItem Parms{}; Parms.InItemType = InItemType; Parms.InItemName = InItemName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerBroochComponent.HandleOnPossessed // (Final, Native, Protected) // Parameters: // bool InPossessed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerBroochComponent::HandleOnPossessed(bool InPossessed) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerBroochComponent", "HandleOnPossessed"); Params::NocePlayerBroochComponent_HandleOnPossessed Parms{}; Parms.InPossessed = InPossessed; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerBroochComponent.HandleOnRemoveItem // (Final, Native, Protected) // Parameters: // ENoceInventoryType InItemType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName InItemName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerBroochComponent::HandleOnRemoveItem(ENoceInventoryType InItemType, class FName InItemName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerBroochComponent", "HandleOnRemoveItem"); Params::NocePlayerBroochComponent_HandleOnRemoveItem Parms{}; Parms.InItemType = InItemType; Parms.InItemName = InItemName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerBroochComponent.HandlePlayerShowHide // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InShow (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerBroochComponent::HandlePlayerShowHide(bool InShow) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerBroochComponent", "HandlePlayerShowHide"); Params::NocePlayerBroochComponent_HandlePlayerShowHide Parms{}; Parms.InShow = InShow; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerBroochComponent.SetForceHideMesh // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerBroochComponent::SetForceHideMesh(bool InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerBroochComponent", "SetForceHideMesh"); Params::NocePlayerBroochComponent_SetForceHideMesh Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceHitPerformDataSubsystem.ClearAllMaps // (Final, Native, Public, BlueprintCallable) void UNoceHitPerformDataSubsystem::ClearAllMaps() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceHitPerformDataSubsystem", "ClearAllMaps"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceHitPerformDataSubsystem.LoadCameraShakeBase // (Final, Native, Public, HasDefaults, BlueprintCallable) // Parameters: // const struct FSoftClassPath& InSoftClassPath (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TSubclassOf ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) TSubclassOf UNoceHitPerformDataSubsystem::LoadCameraShakeBase(const struct FSoftClassPath& InSoftClassPath) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceHitPerformDataSubsystem", "LoadCameraShakeBase"); Params::NoceHitPerformDataSubsystem_LoadCameraShakeBase Parms{}; Parms.InSoftClassPath = std::move(InSoftClassPath); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceHitPerformDataSubsystem.LoadCurveFloat // (Final, Native, Public, HasDefaults, BlueprintCallable) // Parameters: // const struct FSoftObjectPath& InSoftObjectPath (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UCurveFloat* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UCurveFloat* UNoceHitPerformDataSubsystem::LoadCurveFloat(const struct FSoftObjectPath& InSoftObjectPath) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceHitPerformDataSubsystem", "LoadCurveFloat"); Params::NoceHitPerformDataSubsystem_LoadCurveFloat Parms{}; Parms.InSoftObjectPath = std::move(InSoftObjectPath); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceHitPerformDataSubsystem.LoadForceFeedbackEffect // (Final, Native, Public, HasDefaults, BlueprintCallable) // Parameters: // const struct FSoftObjectPath& InSoftObjectPath (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UForceFeedbackEffect* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UForceFeedbackEffect* UNoceHitPerformDataSubsystem::LoadForceFeedbackEffect(const struct FSoftObjectPath& InSoftObjectPath) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceHitPerformDataSubsystem", "LoadForceFeedbackEffect"); Params::NoceHitPerformDataSubsystem_LoadForceFeedbackEffect Parms{}; Parms.InSoftObjectPath = std::move(InSoftObjectPath); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceHitPerformDataSubsystem.LoadNiagaraSystem // (Final, Native, Public, HasDefaults, BlueprintCallable) // Parameters: // const struct FSoftObjectPath& InSoftObjectPath (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UNiagaraSystem* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UNiagaraSystem* UNoceHitPerformDataSubsystem::LoadNiagaraSystem(const struct FSoftObjectPath& InSoftObjectPath) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceHitPerformDataSubsystem", "LoadNiagaraSystem"); Params::NoceHitPerformDataSubsystem_LoadNiagaraSystem Parms{}; Parms.InSoftObjectPath = std::move(InSoftObjectPath); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePendantLightPostAnimInst.ComputeForce // (Final, Native, Private, Const) // Parameters: // float Seed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNocePendantLightPostAnimInst::ComputeForce(float Seed) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePendantLightPostAnimInst", "ComputeForce"); Params::NocePendantLightPostAnimInst_ComputeForce Parms{}; Parms.Seed = Seed; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceIndicatorIconBase.UpdateScreenLocation // (Final, Native, Public, HasDefaults, BlueprintCallable) // Parameters: // const struct FVector& InWorldLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceIndicatorIconBase::UpdateScreenLocation(const struct FVector& InWorldLocation) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceIndicatorIconBase", "UpdateScreenLocation"); Params::NoceIndicatorIconBase_UpdateScreenLocation Parms{}; Parms.InWorldLocation = std::move(InWorldLocation); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceIndicatorIconBase.UpdateWidget // (Native, Event, Public, BlueprintEvent) // Parameters: // ENoceIndicatorEdgeType InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 Distance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceIndicatorIconBase::UpdateWidget(ENoceIndicatorEdgeType InType, int32 Distance) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceIndicatorIconBase", "UpdateWidget"); Params::NoceIndicatorIconBase_UpdateWidget Parms{}; Parms.InType = InType; Parms.Distance = Distance; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInputFunctionLibrary.AddOrRemoveCustomActionKey // (Final, Native, Static, Public, HasOutParams) // Parameters: // class FName InActionName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FKey& InPrimaryKey (Parm, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FKey& InSecondaryKey (Parm, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool* OutIsSecondaryKeyRemoved (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceInputFunctionLibrary::AddOrRemoveCustomActionKey(class FName InActionName, const struct FKey& InPrimaryKey, const struct FKey& InSecondaryKey, bool* OutIsSecondaryKeyRemoved) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "AddOrRemoveCustomActionKey"); Params::NoceInputFunctionLibrary_AddOrRemoveCustomActionKey Parms{}; Parms.InActionName = InActionName; Parms.InPrimaryKey = std::move(InPrimaryKey); Parms.InSecondaryKey = std::move(InSecondaryKey); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutIsSecondaryKeyRemoved != nullptr) *OutIsSecondaryKeyRemoved = Parms.OutIsSecondaryKeyRemoved; } // Function GameNoce.NoceInputFunctionLibrary.BindInput // (Final, Native, Static, Public) // Parameters: // class UPlayerInput* InPlayerInput (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceInputFunctionLibrary::BindInput(class UPlayerInput* InPlayerInput) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "BindInput"); Params::NoceInputFunctionLibrary_BindInput Parms{}; Parms.InPlayerInput = InPlayerInput; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInputFunctionLibrary.GetActionIconNames // (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // const class FName& InActionName (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TArray* OutNames (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic) void UNoceInputFunctionLibrary::GetActionIconNames(const class FName& InActionName, TArray* OutNames) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "GetActionIconNames"); Params::NoceInputFunctionLibrary_GetActionIconNames Parms{}; Parms.InActionName = InActionName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutNames != nullptr) *OutNames = std::move(Parms.OutNames); } // Function GameNoce.NoceInputFunctionLibrary.GetActualInputDeviceTypeBy // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // int32 InControllerId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ENoceInputDeviceType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENoceInputDeviceType UNoceInputFunctionLibrary::GetActualInputDeviceTypeBy(int32 InControllerId) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "GetActualInputDeviceTypeBy"); Params::NoceInputFunctionLibrary_GetActualInputDeviceTypeBy Parms{}; Parms.InControllerId = InControllerId; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInputFunctionLibrary.GetActualKey // (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // const class FName& InActionName (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FKey* OutKey (Parm, OutParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceInputFunctionLibrary::GetActualKey(const class FName& InActionName, struct FKey* OutKey) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "GetActualKey"); Params::NoceInputFunctionLibrary_GetActualKey Parms{}; Parms.InActionName = InActionName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutKey != nullptr) *OutKey = std::move(Parms.OutKey); return Parms.ReturnValue; } // Function GameNoce.NoceInputFunctionLibrary.GetActualKeyIconName // (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // bool ShowGamepad (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FName& InActionName (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName* OutName (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceInputFunctionLibrary::GetActualKeyIconName(bool ShowGamepad, const class FName& InActionName, class FName* OutName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "GetActualKeyIconName"); Params::NoceInputFunctionLibrary_GetActualKeyIconName Parms{}; Parms.ShowGamepad = ShowGamepad; Parms.InActionName = InActionName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutName != nullptr) *OutName = Parms.OutName; return Parms.ReturnValue; } // Function GameNoce.NoceInputFunctionLibrary.GetActualKeyName // (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // const class FName& InActionName (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class FName UNoceInputFunctionLibrary::GetActualKeyName(const class FName& InActionName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "GetActualKeyName"); Params::NoceInputFunctionLibrary_GetActualKeyName Parms{}; Parms.InActionName = InActionName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInputFunctionLibrary.GetActualKeys // (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // const class FName& InActionName (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNoceInputFunctionLibrary::GetActualKeys(const class FName& InActionName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "GetActualKeys"); Params::NoceInputFunctionLibrary_GetActualKeys Parms{}; Parms.InActionName = InActionName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInputFunctionLibrary.GetActualKeys2 // (Final, Native, Static, Public, HasOutParams, BlueprintCallable) // Parameters: // class FName InActionName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FKey* OutPrimaryKey (Parm, OutParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FKey* OutSecondaryKey (Parm, OutParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FKey* OutHiddenKey (Parm, OutParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceInputFunctionLibrary::GetActualKeys2(class FName InActionName, struct FKey* OutPrimaryKey, struct FKey* OutSecondaryKey, struct FKey* OutHiddenKey) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "GetActualKeys2"); Params::NoceInputFunctionLibrary_GetActualKeys2 Parms{}; Parms.InActionName = InActionName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutPrimaryKey != nullptr) *OutPrimaryKey = std::move(Parms.OutPrimaryKey); if (OutSecondaryKey != nullptr) *OutSecondaryKey = std::move(Parms.OutSecondaryKey); if (OutHiddenKey != nullptr) *OutHiddenKey = std::move(Parms.OutHiddenKey); } // Function GameNoce.NoceInputFunctionLibrary.GetDefaultKeys // (Final, Native, Static, Public, HasOutParams, BlueprintCallable) // Parameters: // class FName InActionName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FKey* OutPrimaryKey (Parm, OutParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FKey* OutSecondaryKey (Parm, OutParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FKey* OutHiddenKey (Parm, OutParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceInputFunctionLibrary::GetDefaultKeys(class FName InActionName, struct FKey* OutPrimaryKey, struct FKey* OutSecondaryKey, struct FKey* OutHiddenKey) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "GetDefaultKeys"); Params::NoceInputFunctionLibrary_GetDefaultKeys Parms{}; Parms.InActionName = InActionName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutPrimaryKey != nullptr) *OutPrimaryKey = std::move(Parms.OutPrimaryKey); if (OutSecondaryKey != nullptr) *OutSecondaryKey = std::move(Parms.OutSecondaryKey); if (OutHiddenKey != nullptr) *OutHiddenKey = std::move(Parms.OutHiddenKey); } // Function GameNoce.NoceInputFunctionLibrary.GetInputActionToKeyTable // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UDataTable* UNoceInputFunctionLibrary::GetInputActionToKeyTable() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "GetInputActionToKeyTable"); Params::NoceInputFunctionLibrary_GetInputActionToKeyTable Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInputFunctionLibrary.GetInputDeviceType // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // class APlayerController* InPC (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ENoceInputDeviceType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENoceInputDeviceType UNoceInputFunctionLibrary::GetInputDeviceType(class APlayerController* InPC) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "GetInputDeviceType"); Params::NoceInputFunctionLibrary_GetInputDeviceType Parms{}; Parms.InPC = InPC; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInputFunctionLibrary.GetInputDeviceTypeBy // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // int32 InControllerId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ENoceInputDeviceType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENoceInputDeviceType UNoceInputFunctionLibrary::GetInputDeviceTypeBy(int32 InControllerId) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "GetInputDeviceTypeBy"); Params::NoceInputFunctionLibrary_GetInputDeviceTypeBy Parms{}; Parms.InControllerId = InControllerId; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInputFunctionLibrary.GetInputGamePadType // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // ENoceInputDeviceType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENoceInputDeviceType UNoceInputFunctionLibrary::GetInputGamePadType() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "GetInputGamePadType"); Params::NoceInputFunctionLibrary_GetInputGamePadType Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInputFunctionLibrary.GetInputMultiActionTable // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UDataTable* UNoceInputFunctionLibrary::GetInputMultiActionTable() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "GetInputMultiActionTable"); Params::NoceInputFunctionLibrary_GetInputMultiActionTable Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInputFunctionLibrary.GetName // (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // const struct FKey& InKey (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class FName UNoceInputFunctionLibrary::GetName(const struct FKey& InKey) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "GetName"); Params::NoceInputFunctionLibrary_GetName Parms{}; Parms.InKey = std::move(InKey); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInputFunctionLibrary.IsAnyKey // (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // const struct FKey& InKey (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceInputFunctionLibrary::IsAnyKey(const struct FKey& InKey) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "IsAnyKey"); Params::NoceInputFunctionLibrary_IsAnyKey Parms{}; Parms.InKey = std::move(InKey); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInputFunctionLibrary.IsCancel // (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // const struct FKey& InKey (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceInputFunctionLibrary::IsCancel(const struct FKey& InKey) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "IsCancel"); Params::NoceInputFunctionLibrary_IsCancel Parms{}; Parms.InKey = std::move(InKey); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInputFunctionLibrary.IsConfirm // (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // const struct FKey& InKey (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceInputFunctionLibrary::IsConfirm(const struct FKey& InKey) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "IsConfirm"); Params::NoceInputFunctionLibrary_IsConfirm Parms{}; Parms.InKey = std::move(InKey); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInputFunctionLibrary.IsGamePadConnected // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // int32 InControllerId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceInputFunctionLibrary::IsGamePadConnected(int32 InControllerId) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "IsGamePadConnected"); Params::NoceInputFunctionLibrary_IsGamePadConnected Parms{}; Parms.InControllerId = InControllerId; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInputFunctionLibrary.IsMouseClickButton // (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // const struct FPointerEvent& InMouseEvent (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceInputFunctionLibrary::IsMouseClickButton(const struct FPointerEvent& InMouseEvent) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "IsMouseClickButton"); Params::NoceInputFunctionLibrary_IsMouseClickButton Parms{}; Parms.InMouseEvent = std::move(InMouseEvent); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInputFunctionLibrary.IsMouseConfirm // (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // const struct FKey& InKey (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceInputFunctionLibrary::IsMouseConfirm(const struct FKey& InKey) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "IsMouseConfirm"); Params::NoceInputFunctionLibrary_IsMouseConfirm Parms{}; Parms.InKey = std::move(InKey); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInputFunctionLibrary.IsPauseMenu // (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // const struct FKey& InKey (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceInputFunctionLibrary::IsPauseMenu(const struct FKey& InKey) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "IsPauseMenu"); Params::NoceInputFunctionLibrary_IsPauseMenu Parms{}; Parms.InKey = std::move(InKey); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInputFunctionLibrary.IsRepeatKey // (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // const struct FKeyEvent& InKeyEvent (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceInputFunctionLibrary::IsRepeatKey(const struct FKeyEvent& InKeyEvent) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "IsRepeatKey"); Params::NoceInputFunctionLibrary_IsRepeatKey Parms{}; Parms.InKeyEvent = std::move(InKeyEvent); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInputFunctionLibrary.IsUIAction1 // (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // const struct FKey& InKey (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceInputFunctionLibrary::IsUIAction1(const struct FKey& InKey) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "IsUIAction1"); Params::NoceInputFunctionLibrary_IsUIAction1 Parms{}; Parms.InKey = std::move(InKey); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInputFunctionLibrary.IsUIAction2 // (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // const struct FKey& InKey (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceInputFunctionLibrary::IsUIAction2(const struct FKey& InKey) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "IsUIAction2"); Params::NoceInputFunctionLibrary_IsUIAction2 Parms{}; Parms.InKey = std::move(InKey); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInputFunctionLibrary.IsUIEquipment // (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // const struct FKey& InKey (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceInputFunctionLibrary::IsUIEquipment(const struct FKey& InKey) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "IsUIEquipment"); Params::NoceInputFunctionLibrary_IsUIEquipment Parms{}; Parms.InKey = std::move(InKey); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInputFunctionLibrary.IsUIKey // (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // const ENoceUIInputAction InActionName (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FKey& InKey (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceInputFunctionLibrary::IsUIKey(const ENoceUIInputAction InActionName, const struct FKey& InKey) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "IsUIKey"); Params::NoceInputFunctionLibrary_IsUIKey Parms{}; Parms.InActionName = InActionName; Parms.InKey = std::move(InKey); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInputFunctionLibrary.IsUIKeyEvent // (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // const ENoceUIInputAction InActionName (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FKeyEvent& InKeyEvent (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceInputFunctionLibrary::IsUIKeyEvent(const ENoceUIInputAction InActionName, const struct FKeyEvent& InKeyEvent) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "IsUIKeyEvent"); Params::NoceInputFunctionLibrary_IsUIKeyEvent Parms{}; Parms.InActionName = InActionName; Parms.InKeyEvent = std::move(InKeyEvent); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInputFunctionLibrary.IsUIKeyUp // (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // const ENoceUIInputAction InActionName (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FKey& InKey (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceInputFunctionLibrary::IsUIKeyUp(const ENoceUIInputAction InActionName, const struct FKey& InKey) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "IsUIKeyUp"); Params::NoceInputFunctionLibrary_IsUIKeyUp Parms{}; Parms.InActionName = InActionName; Parms.InKey = std::move(InKey); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInputFunctionLibrary.IsUIMap // (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // const struct FKey& InKey (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceInputFunctionLibrary::IsUIMap(const struct FKey& InKey) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "IsUIMap"); Params::NoceInputFunctionLibrary_IsUIMap Parms{}; Parms.InKey = std::move(InKey); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInputFunctionLibrary.IsUIMapFloorDown // (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // const struct FKey& InKey (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceInputFunctionLibrary::IsUIMapFloorDown(const struct FKey& InKey) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "IsUIMapFloorDown"); Params::NoceInputFunctionLibrary_IsUIMapFloorDown Parms{}; Parms.InKey = std::move(InKey); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInputFunctionLibrary.IsUIMapFloorUp // (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // const struct FKey& InKey (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceInputFunctionLibrary::IsUIMapFloorUp(const struct FKey& InKey) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "IsUIMapFloorUp"); Params::NoceInputFunctionLibrary_IsUIMapFloorUp Parms{}; Parms.InKey = std::move(InKey); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInputFunctionLibrary.IsUIMouseEvent // (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // const ENoceUIInputAction InActionName (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FPointerEvent& InMouseEvent (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceInputFunctionLibrary::IsUIMouseEvent(const ENoceUIInputAction InActionName, const struct FPointerEvent& InMouseEvent) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "IsUIMouseEvent"); Params::NoceInputFunctionLibrary_IsUIMouseEvent Parms{}; Parms.InActionName = InActionName; Parms.InMouseEvent = std::move(InMouseEvent); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInputFunctionLibrary.IsUIMoveDown // (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // const struct FKey& InKey (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceInputFunctionLibrary::IsUIMoveDown(const struct FKey& InKey) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "IsUIMoveDown"); Params::NoceInputFunctionLibrary_IsUIMoveDown Parms{}; Parms.InKey = std::move(InKey); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInputFunctionLibrary.IsUIMoveDown2 // (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // const struct FKey& InKey (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceInputFunctionLibrary::IsUIMoveDown2(const struct FKey& InKey) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "IsUIMoveDown2"); Params::NoceInputFunctionLibrary_IsUIMoveDown2 Parms{}; Parms.InKey = std::move(InKey); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInputFunctionLibrary.IsUIMoveLeft // (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // const struct FKey& InKey (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceInputFunctionLibrary::IsUIMoveLeft(const struct FKey& InKey) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "IsUIMoveLeft"); Params::NoceInputFunctionLibrary_IsUIMoveLeft Parms{}; Parms.InKey = std::move(InKey); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInputFunctionLibrary.IsUIMoveLeft2 // (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // const struct FKey& InKey (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceInputFunctionLibrary::IsUIMoveLeft2(const struct FKey& InKey) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "IsUIMoveLeft2"); Params::NoceInputFunctionLibrary_IsUIMoveLeft2 Parms{}; Parms.InKey = std::move(InKey); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInputFunctionLibrary.IsUIMoveRight // (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // const struct FKey& InKey (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceInputFunctionLibrary::IsUIMoveRight(const struct FKey& InKey) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "IsUIMoveRight"); Params::NoceInputFunctionLibrary_IsUIMoveRight Parms{}; Parms.InKey = std::move(InKey); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInputFunctionLibrary.IsUIMoveRight2 // (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // const struct FKey& InKey (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceInputFunctionLibrary::IsUIMoveRight2(const struct FKey& InKey) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "IsUIMoveRight2"); Params::NoceInputFunctionLibrary_IsUIMoveRight2 Parms{}; Parms.InKey = std::move(InKey); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInputFunctionLibrary.IsUIMoveUp // (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // const struct FKey& InKey (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceInputFunctionLibrary::IsUIMoveUp(const struct FKey& InKey) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "IsUIMoveUp"); Params::NoceInputFunctionLibrary_IsUIMoveUp Parms{}; Parms.InKey = std::move(InKey); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInputFunctionLibrary.IsUIMoveUp2 // (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // const struct FKey& InKey (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceInputFunctionLibrary::IsUIMoveUp2(const struct FKey& InKey) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "IsUIMoveUp2"); Params::NoceInputFunctionLibrary_IsUIMoveUp2 Parms{}; Parms.InKey = std::move(InKey); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInputFunctionLibrary.IsUINotebook // (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // const struct FKey& InKey (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceInputFunctionLibrary::IsUINotebook(const struct FKey& InKey) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "IsUINotebook"); Params::NoceInputFunctionLibrary_IsUINotebook Parms{}; Parms.InKey = std::move(InKey); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInputFunctionLibrary.IsUIPageDown // (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // const struct FKey& InKey (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceInputFunctionLibrary::IsUIPageDown(const struct FKey& InKey) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "IsUIPageDown"); Params::NoceInputFunctionLibrary_IsUIPageDown Parms{}; Parms.InKey = std::move(InKey); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInputFunctionLibrary.IsUIPageUp // (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // const struct FKey& InKey (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceInputFunctionLibrary::IsUIPageUp(const struct FKey& InKey) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "IsUIPageUp"); Params::NoceInputFunctionLibrary_IsUIPageUp Parms{}; Parms.InKey = std::move(InKey); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInputFunctionLibrary.IsUISecondTabLeft // (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // const struct FKey& InKey (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceInputFunctionLibrary::IsUISecondTabLeft(const struct FKey& InKey) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "IsUISecondTabLeft"); Params::NoceInputFunctionLibrary_IsUISecondTabLeft Parms{}; Parms.InKey = std::move(InKey); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInputFunctionLibrary.IsUISecondTabRight // (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // const struct FKey& InKey (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceInputFunctionLibrary::IsUISecondTabRight(const struct FKey& InKey) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "IsUISecondTabRight"); Params::NoceInputFunctionLibrary_IsUISecondTabRight Parms{}; Parms.InKey = std::move(InKey); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInputFunctionLibrary.IsUITabLeft // (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // const struct FKey& InKey (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceInputFunctionLibrary::IsUITabLeft(const struct FKey& InKey) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "IsUITabLeft"); Params::NoceInputFunctionLibrary_IsUITabLeft Parms{}; Parms.InKey = std::move(InKey); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInputFunctionLibrary.IsUITabRight // (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // const struct FKey& InKey (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceInputFunctionLibrary::IsUITabRight(const struct FKey& InKey) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "IsUITabRight"); Params::NoceInputFunctionLibrary_IsUITabRight Parms{}; Parms.InKey = std::move(InKey); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInputFunctionLibrary.IsUsingGamePad // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // int32 InControllerId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceInputFunctionLibrary::IsUsingGamePad(int32 InControllerId) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "IsUsingGamePad"); Params::NoceInputFunctionLibrary_IsUsingGamePad Parms{}; Parms.InControllerId = InControllerId; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInputFunctionLibrary.IsUsingKeyboardMouse // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceInputFunctionLibrary::IsUsingKeyboardMouse() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "IsUsingKeyboardMouse"); Params::NoceInputFunctionLibrary_IsUsingKeyboardMouse Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInputFunctionLibrary.IsUsingMouse // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceInputFunctionLibrary::IsUsingMouse() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "IsUsingMouse"); Params::NoceInputFunctionLibrary_IsUsingMouse Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInputFunctionLibrary.ModifyActionKey // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class APlayerController* InPC (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName InActionName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FKey& InPrimaryKey (Parm, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FKey& InSecondaryKey (Parm, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceInputFunctionLibrary::ModifyActionKey(class APlayerController* InPC, class FName InActionName, const struct FKey& InPrimaryKey, const struct FKey& InSecondaryKey) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "ModifyActionKey"); Params::NoceInputFunctionLibrary_ModifyActionKey Parms{}; Parms.InPC = InPC; Parms.InActionName = InActionName; Parms.InPrimaryKey = std::move(InPrimaryKey); Parms.InSecondaryKey = std::move(InSecondaryKey); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInputFunctionLibrary.ModifyAxisKey // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class APlayerController* InPC (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName InAxisName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float Scale (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName InActionName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FKey& InPrimaryKey (Parm, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FKey& InSecondaryKey (Parm, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceInputFunctionLibrary::ModifyAxisKey(class APlayerController* InPC, class FName InAxisName, float Scale, class FName InActionName, const struct FKey& InPrimaryKey, const struct FKey& InSecondaryKey) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "ModifyAxisKey"); Params::NoceInputFunctionLibrary_ModifyAxisKey Parms{}; Parms.InPC = InPC; Parms.InAxisName = InAxisName; Parms.Scale = Scale; Parms.InActionName = InActionName; Parms.InPrimaryKey = std::move(InPrimaryKey); Parms.InSecondaryKey = std::move(InSecondaryKey); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInputFunctionLibrary.RemoveCustomActionKey // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class APlayerController* InPC (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName InActionName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool IsPrimary (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceInputFunctionLibrary::RemoveCustomActionKey(class APlayerController* InPC, class FName InActionName, bool IsPrimary) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "RemoveCustomActionKey"); Params::NoceInputFunctionLibrary_RemoveCustomActionKey Parms{}; Parms.InPC = InPC; Parms.InActionName = InActionName; Parms.IsPrimary = IsPrimary; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInputFunctionLibrary.RemoveCustomAxisKey // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class APlayerController* InPC (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName InAxisName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float Scale (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName InActionName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool IsPrimary (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceInputFunctionLibrary::RemoveCustomAxisKey(class APlayerController* InPC, class FName InAxisName, float Scale, class FName InActionName, bool IsPrimary) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "RemoveCustomAxisKey"); Params::NoceInputFunctionLibrary_RemoveCustomAxisKey Parms{}; Parms.InPC = InPC; Parms.InAxisName = InAxisName; Parms.Scale = Scale; Parms.InActionName = InActionName; Parms.IsPrimary = IsPrimary; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceScrollableTextBlock.SetScrollingPaused // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InIsPaused (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceScrollableTextBlock::SetScrollingPaused(bool InIsPaused) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceScrollableTextBlock", "SetScrollingPaused"); Params::NoceScrollableTextBlock_SetScrollingPaused Parms{}; Parms.InIsPaused = InIsPaused; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInputGuideSubsystem.HideLastGuide // (Final, Native, Public, BlueprintCallable) void UNoceInputGuideSubsystem::HideLastGuide() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInputGuideSubsystem", "HideLastGuide"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInputGuideSubsystem.IsShowingGuide // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceInputGuideSubsystem::IsShowingGuide() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInputGuideSubsystem", "IsShowingGuide"); Params::NoceInputGuideSubsystem_IsShowingGuide Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInputGuideSubsystem.RemoveCommonGuide // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 InIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceInputGuideSubsystem::RemoveCommonGuide(int32 InIndex) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInputGuideSubsystem", "RemoveCommonGuide"); Params::NoceInputGuideSubsystem_RemoveCommonGuide Parms{}; Parms.InIndex = InIndex; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInputGuideSubsystem.RequestCommonGuide // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName InGuide (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UNoceInputGuideSubsystem::RequestCommonGuide(class FName InGuide) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInputGuideSubsystem", "RequestCommonGuide"); Params::NoceInputGuideSubsystem_RequestCommonGuide Parms{}; Parms.InGuide = InGuide; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInputGuideSubsystem.ShowLastGuide // (Final, Native, Public, BlueprintCallable) void UNoceInputGuideSubsystem::ShowLastGuide() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInputGuideSubsystem", "ShowLastGuide"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePickupBase.BP_HandlePickupFailed // (Event, Public, BlueprintCallable, BlueprintEvent) void ANocePickupBase::BP_HandlePickupFailed() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickupBase", "BP_HandlePickupFailed"); UObject::ProcessEvent(Func, nullptr); } // Function GameNoce.NocePickupBase.BP_PickupCanSpawn // (Native, Event, Public, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePickupBase::BP_PickupCanSpawn() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickupBase", "BP_PickupCanSpawn"); Params::NocePickupBase_BP_PickupCanSpawn Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePickupBase.IsPlayerHasItem // (Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePickupBase::IsPlayerHasItem() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickupBase", "IsPlayerHasItem"); Params::NocePickupBase_IsPlayerHasItem Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePickupBase.OnPickup // (Native, Public, BlueprintCallable) // Parameters: // class AActor* InActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePickupBase::OnPickup(class AActor* InActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickupBase", "OnPickup"); Params::NocePickupBase_OnPickup Parms{}; Parms.InActor = InActor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePickupBase.GetId // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class FName ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class FName ANocePickupBase::GetId() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickupBase", "GetId"); Params::NocePickupBase_GetId Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInputQueueComponent.ClearInputAction // (Final, Native, Public, BlueprintCallable) // Parameters: // ENoceInputAction InInputAction (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceInputQueueComponent::ClearInputAction(ENoceInputAction InInputAction) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInputQueueComponent", "ClearInputAction"); Params::NoceInputQueueComponent_ClearInputAction Parms{}; Parms.InInputAction = InInputAction; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInputQueueComponent.CommitInputUsed // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName InExcludeStateMachineName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName InExcludeStateName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceInputQueueComponent::CommitInputUsed(class FName InExcludeStateMachineName, class FName InExcludeStateName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInputQueueComponent", "CommitInputUsed"); Params::NoceInputQueueComponent_CommitInputUsed Parms{}; Parms.InExcludeStateMachineName = InExcludeStateMachineName; Parms.InExcludeStateName = InExcludeStateName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInputQueueComponent.GetMatchedInput // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const TArray& InAnimStateTypes (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // ENocePlayerAnimStateType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENocePlayerAnimStateType UNoceInputQueueComponent::GetMatchedInput(const TArray& InAnimStateTypes) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInputQueueComponent", "GetMatchedInput"); Params::NoceInputQueueComponent_GetMatchedInput Parms{}; Parms.InAnimStateTypes = std::move(InAnimStateTypes); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInputQueueComponent.HandleInputAction // (Final, Native, Protected) // Parameters: // ENoceInputAction InInputAction (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool InPressed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceInputQueueComponent::HandleInputAction(ENoceInputAction InInputAction, bool InPressed) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInputQueueComponent", "HandleInputAction"); Params::NoceInputQueueComponent_HandleInputAction Parms{}; Parms.InInputAction = InInputAction; Parms.InPressed = InPressed; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInputQueueComponent.HandleOnPossessed // (Final, Native, Protected) // Parameters: // bool InPossessed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceInputQueueComponent::HandleOnPossessed(bool InPossessed) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInputQueueComponent", "HandleOnPossessed"); Params::NoceInputQueueComponent_HandleOnPossessed Parms{}; Parms.InPossessed = InPossessed; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInputSubsystem.GetDeviceType // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // ENoceInputDeviceType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENoceInputDeviceType UNoceInputSubsystem::GetDeviceType() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInputSubsystem", "GetDeviceType"); Params::NoceInputSubsystem_GetDeviceType Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInputSubsystem.GetGamepadControlType // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // ENoceInputGamepadType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENoceInputGamepadType UNoceInputSubsystem::GetGamepadControlType() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInputSubsystem", "GetGamepadControlType"); Params::NoceInputSubsystem_GetGamepadControlType Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInputSubsystem.ForceShowCursorIfUsingKeyboardMouse // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ResetCursorPos (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceInputSubsystem::ForceShowCursorIfUsingKeyboardMouse(bool ResetCursorPos) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInputSubsystem", "ForceShowCursorIfUsingKeyboardMouse"); Params::NoceInputSubsystem_ForceShowCursorIfUsingKeyboardMouse Parms{}; Parms.ResetCursorPos = ResetCursorPos; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInputWidget.HideGuide // (Final, Native, Protected, BlueprintCallable) void UNoceInputWidget::HideGuide() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInputWidget", "HideGuide"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInputWidget.OnInputAction // (Native, Event, Protected, BlueprintEvent) // Parameters: // ENoceInputAction InInputAction (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool InPressed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceInputWidget::OnInputAction(ENoceInputAction InInputAction, bool InPressed) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInputWidget", "OnInputAction"); Params::NoceInputWidget_OnInputAction Parms{}; Parms.InInputAction = InInputAction; Parms.InPressed = InPressed; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInputWidget.OnUIInputAction // (Native, Event, Protected, BlueprintEvent) // Parameters: // ENoceUIInputAction InUIInputAction (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool InPressed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceInputWidget::OnUIInputAction(ENoceUIInputAction InUIInputAction, bool InPressed) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInputWidget", "OnUIInputAction"); Params::NoceInputWidget_OnUIInputAction Parms{}; Parms.InUIInputAction = InUIInputAction; Parms.InPressed = InPressed; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInputWidget.ShowGuide // (Final, Native, Protected, BlueprintCallable) // Parameters: // class FName InGuide (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceInputWidget::ShowGuide(class FName InGuide) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInputWidget", "ShowGuide"); Params::NoceInputWidget_ShowGuide Parms{}; Parms.InGuide = InGuide; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerTriggerBase.CanUseTrigger // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerTriggerBase::CanUseTrigger() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerTriggerBase", "CanUseTrigger"); Params::NocePlayerTriggerBase_CanUseTrigger Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerTriggerBase.GetTriggerEnable // (Final, Native, Protected, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerTriggerBase::GetTriggerEnable() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerTriggerBase", "GetTriggerEnable"); Params::NocePlayerTriggerBase_GetTriggerEnable Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerTriggerBase.IsMatchingCondition // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerTriggerBase::IsMatchingCondition() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerTriggerBase", "IsMatchingCondition"); Params::NocePlayerTriggerBase_IsMatchingCondition Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerTriggerBase.ManualCheckOverlapping // (Native, Event, Protected, BlueprintEvent) void ANocePlayerTriggerBase::ManualCheckOverlapping() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerTriggerBase", "ManualCheckOverlapping"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerTriggerBase.OnAdditionalTagChanged // (Final, Native, Protected) // Parameters: // const struct FGameplayTag& InTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerTriggerBase::OnAdditionalTagChanged(const struct FGameplayTag& InTag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerTriggerBase", "OnAdditionalTagChanged"); Params::NocePlayerTriggerBase_OnAdditionalTagChanged Parms{}; Parms.InTag = std::move(InTag); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerTriggerBase.OnAdditionalTagChanged_BP // (Event, Protected, BlueprintEvent) // Parameters: // const struct FGameplayTag& InTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerTriggerBase::OnAdditionalTagChanged_BP(const struct FGameplayTag& InTag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerTriggerBase", "OnAdditionalTagChanged_BP"); Params::NocePlayerTriggerBase_OnAdditionalTagChanged_BP Parms{}; Parms.InTag = std::move(InTag); UObject::ProcessEvent(Func, &Parms); } // Function GameNoce.NocePlayerTriggerBase.OnConditionChanged_BP // (Event, Protected, BlueprintEvent) void ANocePlayerTriggerBase::OnConditionChanged_BP() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerTriggerBase", "OnConditionChanged_BP"); UObject::ProcessEvent(Func, nullptr); } // Function GameNoce.NocePlayerTriggerBase.OnProgressChanged // (Final, Native, Protected) // Parameters: // const struct FGameplayTag& InTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerTriggerBase::OnProgressChanged(const struct FGameplayTag& InTag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerTriggerBase", "OnProgressChanged"); Params::NocePlayerTriggerBase_OnProgressChanged Parms{}; Parms.InTag = std::move(InTag); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerTriggerBase.OnProgressChanged_BP // (Event, Protected, BlueprintEvent) // Parameters: // const struct FGameplayTag& InTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerTriggerBase::OnProgressChanged_BP(const struct FGameplayTag& InTag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerTriggerBase", "OnProgressChanged_BP"); Params::NocePlayerTriggerBase_OnProgressChanged_BP Parms{}; Parms.InTag = std::move(InTag); UObject::ProcessEvent(Func, &Parms); } // Function GameNoce.NocePlayerTriggerBase.OnProgressInitialized // (Final, Native, Protected) // Parameters: // const struct FGameplayTag& InTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerTriggerBase::OnProgressInitialized(const struct FGameplayTag& InTag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerTriggerBase", "OnProgressInitialized"); Params::NocePlayerTriggerBase_OnProgressInitialized Parms{}; Parms.InTag = std::move(InTag); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerTriggerBase.OnProgressInitialized_BP // (Event, Protected, BlueprintEvent) // Parameters: // const struct FGameplayTag& InTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerTriggerBase::OnProgressInitialized_BP(const struct FGameplayTag& InTag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerTriggerBase", "OnProgressInitialized_BP"); Params::NocePlayerTriggerBase_OnProgressInitialized_BP Parms{}; Parms.InTag = std::move(InTag); UObject::ProcessEvent(Func, &Parms); } // Function GameNoce.NocePlayerTriggerBase.OnStoryEndingChanged // (Final, Native, Protected) // Parameters: // ENoceEndingType InEndingType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerTriggerBase::OnStoryEndingChanged(ENoceEndingType InEndingType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerTriggerBase", "OnStoryEndingChanged"); Params::NocePlayerTriggerBase_OnStoryEndingChanged Parms{}; Parms.InEndingType = InEndingType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerTriggerBase.OnTriggerDisabled // (Native, Event, Protected, BlueprintEvent) void ANocePlayerTriggerBase::OnTriggerDisabled() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerTriggerBase", "OnTriggerDisabled"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerTriggerBase.OnTriggerEnabled // (Native, Event, Protected, BlueprintEvent) void ANocePlayerTriggerBase::OnTriggerEnabled() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerTriggerBase", "OnTriggerEnabled"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerTriggerBase.RecheckFirstTick // (Final, Native, Protected, BlueprintCallable) void ANocePlayerTriggerBase::RecheckFirstTick() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerTriggerBase", "RecheckFirstTick"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerTriggerBase.SetTriggerEnable // (Final, Native, Protected, BlueprintCallable) // Parameters: // bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerTriggerBase::SetTriggerEnable(bool InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerTriggerBase", "SetTriggerEnable"); Params::NocePlayerTriggerBase_SetTriggerEnable Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInteractableBase.CanInteractWithPawnBP // (Native, Event, Protected, BlueprintCallable, BlueprintEvent) // Parameters: // class AActor* InteractorPawn (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceInteractableBase::CanInteractWithPawnBP(class AActor* InteractorPawn) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInteractableBase", "CanInteractWithPawnBP"); Params::NoceInteractableBase_CanInteractWithPawnBP Parms{}; Parms.InteractorPawn = InteractorPawn; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInteractableBase.ExecuteForbitFeedback // (Native, Event, Protected, BlueprintCallable, BlueprintEvent) // Parameters: // class AActor* InteractPawn (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceInteractableBase::ExecuteForbitFeedback(class AActor* InteractPawn) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInteractableBase", "ExecuteForbitFeedback"); Params::NoceInteractableBase_ExecuteForbitFeedback Parms{}; Parms.InteractPawn = InteractPawn; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInteractableBase.ExecuteInstantFeedback // (Native, Event, Protected, BlueprintCallable, BlueprintEvent) // Parameters: // class AActor* InteractPawn (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceInteractableBase::ExecuteInstantFeedback(class AActor* InteractPawn) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInteractableBase", "ExecuteInstantFeedback"); Params::NoceInteractableBase_ExecuteInstantFeedback Parms{}; Parms.InteractPawn = InteractPawn; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInteractableBase.GetAvailableStatus // (Final, Native, Protected, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceInteractableBase::GetAvailableStatus() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInteractableBase", "GetAvailableStatus"); Params::NoceInteractableBase_GetAvailableStatus Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInteractableBase.GetCooldownTime // (Native, Event, Protected, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ANoceInteractableBase::GetCooldownTime() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInteractableBase", "GetCooldownTime"); Params::NoceInteractableBase_GetCooldownTime Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInteractableBase.GetHintLocationBP // (Native, Event, Protected, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) struct FVector ANoceInteractableBase::GetHintLocationBP() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInteractableBase", "GetHintLocationBP"); Params::NoceInteractableBase_GetHintLocationBP Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInteractableBase.GetPromptTextBP // (Native, Event, Protected, BlueprintCallable, BlueprintEvent) // Parameters: // class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) class FText ANoceInteractableBase::GetPromptTextBP() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInteractableBase", "GetPromptTextBP"); Params::NoceInteractableBase_GetPromptTextBP Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInteractableBase.HasExceededUsageLimit // (Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceInteractableBase::HasExceededUsageLimit() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInteractableBase", "HasExceededUsageLimit"); Params::NoceInteractableBase_HasExceededUsageLimit Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInteractableBase.IsInteractionForbit // (Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceInteractableBase::IsInteractionForbit() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInteractableBase", "IsInteractionForbit"); Params::NoceInteractableBase_IsInteractionForbit Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInteractableBase.IsInteractionForbitBP // (Native, Event, Protected, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceInteractableBase::IsInteractionForbitBP() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInteractableBase", "IsInteractionForbitBP"); Params::NoceInteractableBase_IsInteractionForbitBP Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInteractableBase.OnBeginOverlapHint // (Final, Native, Protected, BlueprintCallable) // Parameters: // class AActor* InActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceInteractableBase::OnBeginOverlapHint(class AActor* InActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInteractableBase", "OnBeginOverlapHint"); Params::NoceInteractableBase_OnBeginOverlapHint Parms{}; Parms.InActor = InActor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInteractableBase.OnBeginOverlapPrompt // (Final, Native, Protected, BlueprintCallable) // Parameters: // class AActor* InActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceInteractableBase::OnBeginOverlapPrompt(class AActor* InActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInteractableBase", "OnBeginOverlapPrompt"); Params::NoceInteractableBase_OnBeginOverlapPrompt Parms{}; Parms.InActor = InActor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInteractableBase.OnBeginUsingBP // (Native, Event, Protected, BlueprintEvent) void ANoceInteractableBase::OnBeginUsingBP() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInteractableBase", "OnBeginUsingBP"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInteractableBase.OnEndOverlapHint // (Final, Native, Protected, BlueprintCallable) // Parameters: // class AActor* InActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceInteractableBase::OnEndOverlapHint(class AActor* InActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInteractableBase", "OnEndOverlapHint"); Params::NoceInteractableBase_OnEndOverlapHint Parms{}; Parms.InActor = InActor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInteractableBase.OnEndOverlapPrompt // (Final, Native, Protected, BlueprintCallable) // Parameters: // class AActor* InActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceInteractableBase::OnEndOverlapPrompt(class AActor* InActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInteractableBase", "OnEndOverlapPrompt"); Params::NoceInteractableBase_OnEndOverlapPrompt Parms{}; Parms.InActor = InActor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInteractableBase.OnEndUsingBP // (Native, Event, Protected, BlueprintEvent) void ANoceInteractableBase::OnEndUsingBP() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInteractableBase", "OnEndUsingBP"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInteractableBase.RequestInstantFeedback // (Final, Native, Public, BlueprintCallable) // Parameters: // class AActor* InteractPawn (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceInteractableBase::RequestInstantFeedback(class AActor* InteractPawn) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInteractableBase", "RequestInstantFeedback"); Params::NoceInteractableBase_RequestInstantFeedback Parms{}; Parms.InteractPawn = InteractPawn; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInteractableBase.SetAvaliableStatus // (Final, Native, Protected, BlueprintCallable) // Parameters: // bool InEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceInteractableBase::SetAvaliableStatus(bool InEnable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInteractableBase", "SetAvaliableStatus"); Params::NoceInteractableBase_SetAvaliableStatus Parms{}; Parms.InEnable = InEnable; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInteractableBase.SetInteractEnable // (Final, Native, Protected, BlueprintCallable) // Parameters: // bool InEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceInteractableBase::SetInteractEnable(bool InEnable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInteractableBase", "SetInteractEnable"); Params::NoceInteractableBase_SetInteractEnable Parms{}; Parms.InEnable = InEnable; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInteractableBase.SetIsUsingInteract // (Final, Native, Protected, BlueprintCallable) // Parameters: // bool InIsUsing (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceInteractableBase::SetIsUsingInteract(bool InIsUsing) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInteractableBase", "SetIsUsingInteract"); Params::NoceInteractableBase_SetIsUsingInteract Parms{}; Parms.InIsUsing = InIsUsing; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInteractableBase.UndoUseCountOnce // (Final, Native, Protected, BlueprintCallable) void ANoceInteractableBase::UndoUseCountOnce() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInteractableBase", "UndoUseCountOnce"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInteractableBase.UpdateButtonIcon // (Final, Native, Protected) // Parameters: // bool ShowPrompt (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ShowHint (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ShowForbit (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceInteractableBase::UpdateButtonIcon(bool ShowPrompt, bool ShowHint, bool ShowForbit) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInteractableBase", "UpdateButtonIcon"); Params::NoceInteractableBase_UpdateButtonIcon Parms{}; Parms.ShowPrompt = ShowPrompt; Parms.ShowHint = ShowHint; Parms.ShowForbit = ShowForbit; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSetting_PCPreset.GetText // (Final, Native, Public, BlueprintCallable) // Parameters: // class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) class FText UNoceSetting_PCPreset::GetText() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSetting_PCPreset", "GetText"); Params::NoceSetting_PCPreset_GetText Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSetting_PCPreset.SetIsSetPreset // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSetting_PCPreset::SetIsSetPreset(bool InEnable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSetting_PCPreset", "SetIsSetPreset"); Params::NoceSetting_PCPreset_SetIsSetPreset Parms{}; Parms.InEnable = InEnable; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSetting_PCPreset.SetPreset // (Final, Native, Public, BlueprintCallable) // Parameters: // ENoceGameSettingPreset InPreset (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSetting_PCPreset::SetPreset(ENoceGameSettingPreset InPreset) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSetting_PCPreset", "SetPreset"); Params::NoceSetting_PCPreset_SetPreset Parms{}; Parms.InPreset = InPreset; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInteractComponent.GetCandidateDistanceXY // (Final, Native, Public, BlueprintCallable) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNoceInteractComponent::GetCandidateDistanceXY() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInteractComponent", "GetCandidateDistanceXY"); Params::NoceInteractComponent_GetCandidateDistanceXY Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInteractComponent.GetCandidateDistanceZ // (Final, Native, Public, BlueprintCallable) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNoceInteractComponent::GetCandidateDistanceZ() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInteractComponent", "GetCandidateDistanceZ"); Params::NoceInteractComponent_GetCandidateDistanceZ Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInteractComponent.HandleInputAction // (Final, Native, Protected) // Parameters: // ENoceInputAction InInputAction (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool InPressed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceInteractComponent::HandleInputAction(ENoceInputAction InInputAction, bool InPressed) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInteractComponent", "HandleInputAction"); Params::NoceInteractComponent_HandleInputAction Parms{}; Parms.InInputAction = InInputAction; Parms.InPressed = InPressed; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInteractComponent.HandleOnPossessed // (Final, Native, Protected) // Parameters: // bool InPossessed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceInteractComponent::HandleOnPossessed(bool InPossessed) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInteractComponent", "HandleOnPossessed"); Params::NoceInteractComponent_HandleOnPossessed Parms{}; Parms.InPossessed = InPossessed; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInteractComponent.IsInteractTypeValid // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // ENoceInteractType InInteractType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceInteractComponent::IsInteractTypeValid(ENoceInteractType InInteractType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInteractComponent", "IsInteractTypeValid"); Params::NoceInteractComponent_IsInteractTypeValid Parms{}; Parms.InInteractType = InInteractType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInteractComponent.IsTargetInstantFeedback // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceInteractComponent::IsTargetInstantFeedback() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInteractComponent", "IsTargetInstantFeedback"); Params::NoceInteractComponent_IsTargetInstantFeedback Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInteractComponent.IsUsingInteract // (Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceInteractComponent::IsUsingInteract() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInteractComponent", "IsUsingInteract"); Params::NoceInteractComponent_IsUsingInteract Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInteractComponent.PauseInteract // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InPause (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceInteractComponent::PauseInteract(bool InPause) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInteractComponent", "PauseInteract"); Params::NoceInteractComponent_PauseInteract Parms{}; Parms.InPause = InPause; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInteractComponent.SetIsUseInteract // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceInteractComponent::SetIsUseInteract(bool InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInteractComponent", "SetIsUseInteract"); Params::NoceInteractComponent_SetIsUseInteract Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInteractComponent.UpdateInteractables // (Final, Native, Protected, BlueprintCallable) void UNoceInteractComponent::UpdateInteractables() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInteractComponent", "UpdateInteractables"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerCapsuleShrinkComp.ClearUsePlaneConstrain // (Final, Native, Public, BlueprintCallable) void UNocePlayerCapsuleShrinkComp::ClearUsePlaneConstrain() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCapsuleShrinkComp", "ClearUsePlaneConstrain"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerCapsuleShrinkComp.EndCapsuleShrik // (Final, Native, Public, BlueprintCallable) void UNocePlayerCapsuleShrinkComp::EndCapsuleShrik() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCapsuleShrinkComp", "EndCapsuleShrik"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerCapsuleShrinkComp.HandleOnPossessed // (Final, Native, Protected) // Parameters: // bool InPossessed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerCapsuleShrinkComp::HandleOnPossessed(bool InPossessed) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCapsuleShrinkComp", "HandleOnPossessed"); Params::NocePlayerCapsuleShrinkComp_HandleOnPossessed Parms{}; Parms.InPossessed = InPossessed; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerCapsuleShrinkComp.OnGameplayTagChanged // (Final, Native, Protected, HasOutParams) // Parameters: // const struct FGameplayTag& Tag (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool TagExist (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerCapsuleShrinkComp::OnGameplayTagChanged(const struct FGameplayTag& Tag, bool TagExist) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCapsuleShrinkComp", "OnGameplayTagChanged"); Params::NocePlayerCapsuleShrinkComp_OnGameplayTagChanged Parms{}; Parms.Tag = std::move(Tag); Parms.TagExist = TagExist; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerCapsuleShrinkComp.SetEnableDrawDebug // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerCapsuleShrinkComp::SetEnableDrawDebug(bool InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCapsuleShrinkComp", "SetEnableDrawDebug"); Params::NocePlayerCapsuleShrinkComp_SetEnableDrawDebug Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerCapsuleShrinkComp.SetEnableHeadPushEnemy // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerCapsuleShrinkComp::SetEnableHeadPushEnemy(bool InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCapsuleShrinkComp", "SetEnableHeadPushEnemy"); Params::NocePlayerCapsuleShrinkComp_SetEnableHeadPushEnemy Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerCapsuleShrinkComp.SetEnableUse // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerCapsuleShrinkComp::SetEnableUse(bool InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCapsuleShrinkComp", "SetEnableUse"); Params::NocePlayerCapsuleShrinkComp_SetEnableUse Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerCapsuleShrinkComp.StartCapsuleShrink // (Final, Native, Public, BlueprintCallable) void UNocePlayerCapsuleShrinkComp::StartCapsuleShrink() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCapsuleShrinkComp", "StartCapsuleShrink"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInteractIconBase.SetPromptText // (Native, Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // const class FText& PromptText (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) void UNoceInteractIconBase::SetPromptText(const class FText& PromptText) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInteractIconBase", "SetPromptText"); Params::NoceInteractIconBase_SetPromptText Parms{}; Parms.PromptText = std::move(PromptText); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInteractIconBase.UpdateIcon // (Native, Event, Public, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // ENoceInteractIconState TargetState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& IconLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceInteractIconBase::UpdateIcon(ENoceInteractIconState TargetState, const struct FVector& IconLocation) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInteractIconBase", "UpdateIcon"); Params::NoceInteractIconBase_UpdateIcon Parms{}; Parms.TargetState = TargetState; Parms.IconLocation = std::move(IconLocation); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInventoryCollectiblePage.OnListMouseConfirm // (Final, Native, Protected) // Parameters: // int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceInventoryCollectiblePage::OnListMouseConfirm(int32 Index_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInventoryCollectiblePage", "OnListMouseConfirm"); Params::NoceInventoryCollectiblePage_OnListMouseConfirm Parms{}; Parms.Index_0 = Index_0; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInventoryCollectiblePage.OnListUpdateSelection // (Final, Native, Protected) // Parameters: // int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceInventoryCollectiblePage::OnListUpdateSelection(int32 Index_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInventoryCollectiblePage", "OnListUpdateSelection"); Params::NoceInventoryCollectiblePage_OnListUpdateSelection Parms{}; Parms.Index_0 = Index_0; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceShortcutWeaponChildWidget.SetDisable // (Final, Native, Public, BlueprintCallable) void UNoceShortcutWeaponChildWidget::SetDisable() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceShortcutWeaponChildWidget", "SetDisable"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceShortcutWeaponChildWidget.SetEnable // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName ID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InDurability (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool InEquipped (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceShortcutWeaponChildWidget::SetEnable(class FName ID, float InDurability, bool InEquipped) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceShortcutWeaponChildWidget", "SetEnable"); Params::NoceShortcutWeaponChildWidget_SetEnable Parms{}; Parms.ID = ID; Parms.InDurability = InDurability; Parms.InEquipped = InEquipped; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInventoryCollectibleWidget.OnShowHideTab // (Final, Native, Protected) // Parameters: // bool Enable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceInventoryCollectibleWidget::OnShowHideTab(bool Enable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInventoryCollectibleWidget", "OnShowHideTab"); Params::NoceInventoryCollectibleWidget_OnShowHideTab Parms{}; Parms.Enable = Enable; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInventoryCollectibleWidget.OnSwitchTab // (Final, Native, Protected, BlueprintCallable) void UNoceInventoryCollectibleWidget::OnSwitchTab() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInventoryCollectibleWidget", "OnSwitchTab"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInventoryCollectibleWidget.OnSwitchTabCompleted // (Final, Native, Protected) void UNoceInventoryCollectibleWidget::OnSwitchTabCompleted() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInventoryCollectibleWidget", "OnSwitchTabCompleted"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInventoryCollectibleWidget.OnTabMouseDown // (Final, Native, Protected) // Parameters: // int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceInventoryCollectibleWidget::OnTabMouseDown(int32 Index_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInventoryCollectibleWidget", "OnTabMouseDown"); Params::NoceInventoryCollectibleWidget_OnTabMouseDown Parms{}; Parms.Index_0 = Index_0; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInventoryCollectibleWidget.SwitchTabIndex // (Final, Native, Protected) void UNoceInventoryCollectibleWidget::SwitchTabIndex() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInventoryCollectibleWidget", "SwitchTabIndex"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInventoryItem.SetItemImage // (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable) // Parameters: // const struct FSoftObjectPath& ImagePath (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceInventoryItem::SetItemImage(const struct FSoftObjectPath& ImagePath) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInventoryItem", "SetItemImage"); Params::NoceInventoryItem_SetItemImage Parms{}; Parms.ImagePath = std::move(ImagePath); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInventoryConsumableItem.BackFromEdit // (Final, Native, Public, BlueprintCallable) void UNoceInventoryConsumableItem::BackFromEdit() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInventoryConsumableItem", "BackFromEdit"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInventoryConsumableItem.DisableEdit // (Final, Native, Public, BlueprintCallable) void UNoceInventoryConsumableItem::DisableEdit() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInventoryConsumableItem", "DisableEdit"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInventoryConsumableItem.EnableEdit // (Final, Native, Public, BlueprintCallable) void UNoceInventoryConsumableItem::EnableEdit() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInventoryConsumableItem", "EnableEdit"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInventoryConsumableItem.Equip // (Final, Native, Public, BlueprintCallable) // Parameters: // bool IsSelecting (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceInventoryConsumableItem::Equip(bool IsSelecting) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInventoryConsumableItem", "Equip"); Params::NoceInventoryConsumableItem_Equip Parms{}; Parms.IsSelecting = IsSelecting; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInventoryConsumableItem.EquipFail // (Final, Native, Public, BlueprintCallable) void UNoceInventoryConsumableItem::EquipFail() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInventoryConsumableItem", "EquipFail"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInventoryConsumableItem.HideEquipIconGroup // (Final, Native, Public, BlueprintCallable) void UNoceInventoryConsumableItem::HideEquipIconGroup() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInventoryConsumableItem", "HideEquipIconGroup"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInventoryConsumableItem.OnBackListCompleted // (Native, Event, Protected, BlueprintCallable, BlueprintEvent) void UNoceInventoryConsumableItem::OnBackListCompleted() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInventoryConsumableItem", "OnBackListCompleted"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInventoryConsumableItem.OnEquipChangedCompleted // (Native, Event, Protected, BlueprintCallable, BlueprintEvent) void UNoceInventoryConsumableItem::OnEquipChangedCompleted() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInventoryConsumableItem", "OnEquipChangedCompleted"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInventoryConsumableItem.PlayUnfocusMark // (Event, Protected, HasOutParams, BlueprintEvent) // Parameters: // bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceInventoryConsumableItem::PlayUnfocusMark(bool* NoUse) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInventoryConsumableItem", "PlayUnfocusMark"); Params::NoceInventoryConsumableItem_PlayUnfocusMark Parms{}; UObject::ProcessEvent(Func, &Parms); if (NoUse != nullptr) *NoUse = Parms.NoUse; } // Function GameNoce.NoceInventoryConsumableItem.SetCount // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceInventoryConsumableItem::SetCount(int32 InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInventoryConsumableItem", "SetCount"); Params::NoceInventoryConsumableItem_SetCount Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInventoryConsumableItem.SetDisable // (Final, Native, Public, BlueprintCallable) void UNoceInventoryConsumableItem::SetDisable() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInventoryConsumableItem", "SetDisable"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInventoryConsumableItem.SetEnable // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName ID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 Quantity (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceInventoryConsumableItem::SetEnable(class FName ID, int32 Quantity) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInventoryConsumableItem", "SetEnable"); Params::NoceInventoryConsumableItem_SetEnable Parms{}; Parms.ID = ID; Parms.Quantity = Quantity; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInventoryConsumableItem.ToEdit // (Final, Native, Public, BlueprintCallable) void UNoceInventoryConsumableItem::ToEdit() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInventoryConsumableItem", "ToEdit"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInventoryConsumableItem.Unequip // (Final, Native, Public, BlueprintCallable) // Parameters: // bool IsSelecting (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceInventoryConsumableItem::Unequip(bool IsSelecting) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInventoryConsumableItem", "Unequip"); Params::NoceInventoryConsumableItem_Unequip Parms{}; Parms.IsSelecting = IsSelecting; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInventoryEquipmentWidget.SetDefaultIndex // (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // int32 InIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceInventoryEquipmentWidget::SetDefaultIndex(int32 InIndex, bool* NoUse) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInventoryEquipmentWidget", "SetDefaultIndex"); Params::NoceInventoryEquipmentWidget_SetDefaultIndex Parms{}; Parms.InIndex = InIndex; UObject::ProcessEvent(Func, &Parms); if (NoUse != nullptr) *NoUse = Parms.NoUse; } // Function GameNoce.NoceInventoryFunctionLibrary.GetCharacterData // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FNoceNotebookContentData ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FNoceNotebookContentData UNoceInventoryFunctionLibrary::GetCharacterData(class FName InName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetCharacterData"); Params::NoceInventoryFunctionLibrary_GetCharacterData Parms{}; Parms.InName = InName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInventoryFunctionLibrary.GetCharacterNameData // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FNoceNotebookCategoryData ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FNoceNotebookCategoryData UNoceInventoryFunctionLibrary::GetCharacterNameData(class FName InName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetCharacterNameData"); Params::NoceInventoryFunctionLibrary_GetCharacterNameData Parms{}; Parms.InName = InName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInventoryFunctionLibrary.GetCharacterPageData // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FNoceNotebookCharacterPageData ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FNoceNotebookCharacterPageData UNoceInventoryFunctionLibrary::GetCharacterPageData(class FName InName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetCharacterPageData"); Params::NoceInventoryFunctionLibrary_GetCharacterPageData Parms{}; Parms.InName = InName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInventoryFunctionLibrary.GetConsumableData // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FNoceConsumableData ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FNoceConsumableData UNoceInventoryFunctionLibrary::GetConsumableData(class FName InName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetConsumableData"); Params::NoceInventoryFunctionLibrary_GetConsumableData Parms{}; Parms.InName = InName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInventoryFunctionLibrary.GetConsumableRowNames // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNoceInventoryFunctionLibrary::GetConsumableRowNames() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetConsumableRowNames"); Params::NoceInventoryFunctionLibrary_GetConsumableRowNames Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInventoryFunctionLibrary.GetEnemyData // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FNoceNotebookContentData ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FNoceNotebookContentData UNoceInventoryFunctionLibrary::GetEnemyData(class FName InName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetEnemyData"); Params::NoceInventoryFunctionLibrary_GetEnemyData Parms{}; Parms.InName = InName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInventoryFunctionLibrary.GetEnemyNameData // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FNoceNotebookCategoryData ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FNoceNotebookCategoryData UNoceInventoryFunctionLibrary::GetEnemyNameData(class FName InName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetEnemyNameData"); Params::NoceInventoryFunctionLibrary_GetEnemyNameData Parms{}; Parms.InName = InName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInventoryFunctionLibrary.GetEnemyPageData // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FNoceNotebookEnemyPageData ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FNoceNotebookEnemyPageData UNoceInventoryFunctionLibrary::GetEnemyPageData(class FName InName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetEnemyPageData"); Params::NoceInventoryFunctionLibrary_GetEnemyPageData Parms{}; Parms.InName = InName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInventoryFunctionLibrary.GetExpandInventoryData // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FNoceExpandInventoryData ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FNoceExpandInventoryData UNoceInventoryFunctionLibrary::GetExpandInventoryData(class FName InName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetExpandInventoryData"); Params::NoceInventoryFunctionLibrary_GetExpandInventoryData Parms{}; Parms.InName = InName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInventoryFunctionLibrary.GetExpandInventoryRowNames // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNoceInventoryFunctionLibrary::GetExpandInventoryRowNames() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetExpandInventoryRowNames"); Params::NoceInventoryFunctionLibrary_GetExpandInventoryRowNames Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInventoryFunctionLibrary.GetInfoData // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FNoceNotebookContentData ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FNoceNotebookContentData UNoceInventoryFunctionLibrary::GetInfoData(class FName InName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetInfoData"); Params::NoceInventoryFunctionLibrary_GetInfoData Parms{}; Parms.InName = InName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInventoryFunctionLibrary.GetInfoNameData // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FNoceNotebookCategoryData ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FNoceNotebookCategoryData UNoceInventoryFunctionLibrary::GetInfoNameData(class FName InName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetInfoNameData"); Params::NoceInventoryFunctionLibrary_GetInfoNameData Parms{}; Parms.InName = InName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInventoryFunctionLibrary.GetInfoPageData // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FNoceNotebookInfoPageData ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FNoceNotebookInfoPageData UNoceInventoryFunctionLibrary::GetInfoPageData(class FName InName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetInfoPageData"); Params::NoceInventoryFunctionLibrary_GetInfoPageData Parms{}; Parms.InName = InName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInventoryFunctionLibrary.GetKeyItemData // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FNoceKeyItemData ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FNoceKeyItemData UNoceInventoryFunctionLibrary::GetKeyItemData(class FName InName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetKeyItemData"); Params::NoceInventoryFunctionLibrary_GetKeyItemData Parms{}; Parms.InName = InName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInventoryFunctionLibrary.GetKeyItemEmaRowNames // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNoceInventoryFunctionLibrary::GetKeyItemEmaRowNames() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetKeyItemEmaRowNames"); Params::NoceInventoryFunctionLibrary_GetKeyItemEmaRowNames Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInventoryFunctionLibrary.GetKeyItemRowNames // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNoceInventoryFunctionLibrary::GetKeyItemRowNames() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetKeyItemRowNames"); Params::NoceInventoryFunctionLibrary_GetKeyItemRowNames Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInventoryFunctionLibrary.GetLetterData // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FNoceLetterData ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FNoceLetterData UNoceInventoryFunctionLibrary::GetLetterData(class FName InName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetLetterData"); Params::NoceInventoryFunctionLibrary_GetLetterData Parms{}; Parms.InName = InName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInventoryFunctionLibrary.GetLetterGroupData // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FNoceLetterGroupData ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FNoceLetterGroupData UNoceInventoryFunctionLibrary::GetLetterGroupData(class FName InName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetLetterGroupData"); Params::NoceInventoryFunctionLibrary_GetLetterGroupData Parms{}; Parms.InName = InName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInventoryFunctionLibrary.GetLetterGroupRowNames // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNoceInventoryFunctionLibrary::GetLetterGroupRowNames() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetLetterGroupRowNames"); Params::NoceInventoryFunctionLibrary_GetLetterGroupRowNames Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInventoryFunctionLibrary.GetLetterRowNames // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNoceInventoryFunctionLibrary::GetLetterRowNames() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetLetterRowNames"); Params::NoceInventoryFunctionLibrary_GetLetterRowNames Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInventoryFunctionLibrary.GetNotebookCharacterNameRowNames // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNoceInventoryFunctionLibrary::GetNotebookCharacterNameRowNames() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetNotebookCharacterNameRowNames"); Params::NoceInventoryFunctionLibrary_GetNotebookCharacterNameRowNames Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInventoryFunctionLibrary.GetNotebookCharacterPageRowNames // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNoceInventoryFunctionLibrary::GetNotebookCharacterPageRowNames() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetNotebookCharacterPageRowNames"); Params::NoceInventoryFunctionLibrary_GetNotebookCharacterPageRowNames Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInventoryFunctionLibrary.GetNotebookCharacterRowNames // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNoceInventoryFunctionLibrary::GetNotebookCharacterRowNames() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetNotebookCharacterRowNames"); Params::NoceInventoryFunctionLibrary_GetNotebookCharacterRowNames Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInventoryFunctionLibrary.GetNotebookEnemyNameRowNames // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNoceInventoryFunctionLibrary::GetNotebookEnemyNameRowNames() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetNotebookEnemyNameRowNames"); Params::NoceInventoryFunctionLibrary_GetNotebookEnemyNameRowNames Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInventoryFunctionLibrary.GetNotebookEnemyPageRowNames // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNoceInventoryFunctionLibrary::GetNotebookEnemyPageRowNames() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetNotebookEnemyPageRowNames"); Params::NoceInventoryFunctionLibrary_GetNotebookEnemyPageRowNames Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInventoryFunctionLibrary.GetNotebookEnemyRowNames // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNoceInventoryFunctionLibrary::GetNotebookEnemyRowNames() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetNotebookEnemyRowNames"); Params::NoceInventoryFunctionLibrary_GetNotebookEnemyRowNames Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInventoryFunctionLibrary.GetNotebookInfoNameRowNames // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNoceInventoryFunctionLibrary::GetNotebookInfoNameRowNames() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetNotebookInfoNameRowNames"); Params::NoceInventoryFunctionLibrary_GetNotebookInfoNameRowNames Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInventoryFunctionLibrary.GetNotebookInfoPageRowNames // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNoceInventoryFunctionLibrary::GetNotebookInfoPageRowNames() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetNotebookInfoPageRowNames"); Params::NoceInventoryFunctionLibrary_GetNotebookInfoPageRowNames Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInventoryFunctionLibrary.GetNotebookInfoRowNames // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNoceInventoryFunctionLibrary::GetNotebookInfoRowNames() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetNotebookInfoRowNames"); Params::NoceInventoryFunctionLibrary_GetNotebookInfoRowNames Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInventoryFunctionLibrary.GetNotebookPuzzleNameRowNames // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNoceInventoryFunctionLibrary::GetNotebookPuzzleNameRowNames() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetNotebookPuzzleNameRowNames"); Params::NoceInventoryFunctionLibrary_GetNotebookPuzzleNameRowNames Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInventoryFunctionLibrary.GetNotebookPuzzlePageRowNames // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNoceInventoryFunctionLibrary::GetNotebookPuzzlePageRowNames() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetNotebookPuzzlePageRowNames"); Params::NoceInventoryFunctionLibrary_GetNotebookPuzzlePageRowNames Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInventoryFunctionLibrary.GetNotebookPuzzleRowNames // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNoceInventoryFunctionLibrary::GetNotebookPuzzleRowNames() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetNotebookPuzzleRowNames"); Params::NoceInventoryFunctionLibrary_GetNotebookPuzzleRowNames Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInventoryFunctionLibrary.GetNotebookRowNames // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNoceInventoryFunctionLibrary::GetNotebookRowNames() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetNotebookRowNames"); Params::NoceInventoryFunctionLibrary_GetNotebookRowNames Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInventoryFunctionLibrary.GetNotebookTutorialNameRowNames // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNoceInventoryFunctionLibrary::GetNotebookTutorialNameRowNames() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetNotebookTutorialNameRowNames"); Params::NoceInventoryFunctionLibrary_GetNotebookTutorialNameRowNames Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInventoryFunctionLibrary.GetNotebookTutorialPageRowNames // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNoceInventoryFunctionLibrary::GetNotebookTutorialPageRowNames() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetNotebookTutorialPageRowNames"); Params::NoceInventoryFunctionLibrary_GetNotebookTutorialPageRowNames Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInventoryFunctionLibrary.GetNotebookTutorialRowNames // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNoceInventoryFunctionLibrary::GetNotebookTutorialRowNames() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetNotebookTutorialRowNames"); Params::NoceInventoryFunctionLibrary_GetNotebookTutorialRowNames Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInventoryFunctionLibrary.GetOmamoriData // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FNoceOmamoriData ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FNoceOmamoriData UNoceInventoryFunctionLibrary::GetOmamoriData(class FName InName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetOmamoriData"); Params::NoceInventoryFunctionLibrary_GetOmamoriData Parms{}; Parms.InName = InName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInventoryFunctionLibrary.GetOmamoriRowNames // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNoceInventoryFunctionLibrary::GetOmamoriRowNames() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetOmamoriRowNames"); Params::NoceInventoryFunctionLibrary_GetOmamoriRowNames Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInventoryFunctionLibrary.GetPuzzleData // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FNoceNotebookMultiContentData ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FNoceNotebookMultiContentData UNoceInventoryFunctionLibrary::GetPuzzleData(class FName InName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetPuzzleData"); Params::NoceInventoryFunctionLibrary_GetPuzzleData Parms{}; Parms.InName = InName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInventoryFunctionLibrary.GetPuzzleNameData // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FNoceNotebookCategoryData ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FNoceNotebookCategoryData UNoceInventoryFunctionLibrary::GetPuzzleNameData(class FName InName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetPuzzleNameData"); Params::NoceInventoryFunctionLibrary_GetPuzzleNameData Parms{}; Parms.InName = InName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInventoryFunctionLibrary.GetPuzzlePageData // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FNoceNotebookPuzzlePageData ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FNoceNotebookPuzzlePageData UNoceInventoryFunctionLibrary::GetPuzzlePageData(class FName InName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetPuzzlePageData"); Params::NoceInventoryFunctionLibrary_GetPuzzlePageData Parms{}; Parms.InName = InName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInventoryFunctionLibrary.GetTutorialData // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FNoceNotebookContentData ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FNoceNotebookContentData UNoceInventoryFunctionLibrary::GetTutorialData(class FName InName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetTutorialData"); Params::NoceInventoryFunctionLibrary_GetTutorialData Parms{}; Parms.InName = InName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInventoryFunctionLibrary.GetTutorialNameData // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FNoceNotebookCategoryData ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FNoceNotebookCategoryData UNoceInventoryFunctionLibrary::GetTutorialNameData(class FName InName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetTutorialNameData"); Params::NoceInventoryFunctionLibrary_GetTutorialNameData Parms{}; Parms.InName = InName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInventoryFunctionLibrary.GetTutorialPageData // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FNoceNotebookTutorialPageData ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FNoceNotebookTutorialPageData UNoceInventoryFunctionLibrary::GetTutorialPageData(class FName InName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetTutorialPageData"); Params::NoceInventoryFunctionLibrary_GetTutorialPageData Parms{}; Parms.InName = InName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInventoryFunctionLibrary.GetWeaponData // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FNoceWeaponData ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FNoceWeaponData UNoceInventoryFunctionLibrary::GetWeaponData(class FName InName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetWeaponData"); Params::NoceInventoryFunctionLibrary_GetWeaponData Parms{}; Parms.InName = InName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInventoryFunctionLibrary.GetWeaponRowNames // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNoceInventoryFunctionLibrary::GetWeaponRowNames() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetWeaponRowNames"); Params::NoceInventoryFunctionLibrary_GetWeaponRowNames Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerFunctionLibrary.CanPlayerActivateTrigger // (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 UNocePlayerFunctionLibrary::CanPlayerActivateTrigger(class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NocePlayerFunctionLibrary", "CanPlayerActivateTrigger"); Params::NocePlayerFunctionLibrary_CanPlayerActivateTrigger Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerFunctionLibrary.GetNocePlayerController // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class ANocePlayerController* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class ANocePlayerController* UNocePlayerFunctionLibrary::GetNocePlayerController(const class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NocePlayerFunctionLibrary", "GetNocePlayerController"); Params::NocePlayerFunctionLibrary_GetNocePlayerController Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerFunctionLibrary.GetNocePlayerState // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class ANocePlayerState* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class ANocePlayerState* UNocePlayerFunctionLibrary::GetNocePlayerState(const class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NocePlayerFunctionLibrary", "GetNocePlayerState"); Params::NocePlayerFunctionLibrary_GetNocePlayerState Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerFunctionLibrary.GetPlayerCameraLocation // (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) struct FVector UNocePlayerFunctionLibrary::GetPlayerCameraLocation(class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NocePlayerFunctionLibrary", "GetPlayerCameraLocation"); Params::NocePlayerFunctionLibrary_GetPlayerCameraLocation Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerFunctionLibrary.GetPlayerCameraRotation // (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FRotator ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) struct FRotator UNocePlayerFunctionLibrary::GetPlayerCameraRotation(class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NocePlayerFunctionLibrary", "GetPlayerCameraRotation"); Params::NocePlayerFunctionLibrary_GetPlayerCameraRotation Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerFunctionLibrary.GetRandomLocationAroundPlayer // (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure) // Parameters: // const class AActor* InPlayer (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) struct FVector UNocePlayerFunctionLibrary::GetRandomLocationAroundPlayer(const class AActor* InPlayer, float InDistance) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NocePlayerFunctionLibrary", "GetRandomLocationAroundPlayer"); Params::NocePlayerFunctionLibrary_GetRandomLocationAroundPlayer Parms{}; Parms.InPlayer = InPlayer; Parms.InDistance = InDistance; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerFunctionLibrary.IsActorInPlayerSightViewRange // (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure) // Parameters: // const class AActor* InActor (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector2D& RangeX (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector2D& RangeY (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePlayerFunctionLibrary::IsActorInPlayerSightViewRange(const class AActor* InActor, const struct FVector2D& RangeX, const struct FVector2D& RangeY) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NocePlayerFunctionLibrary", "IsActorInPlayerSightViewRange"); Params::NocePlayerFunctionLibrary_IsActorInPlayerSightViewRange Parms{}; Parms.InActor = InActor; Parms.RangeX = std::move(RangeX); Parms.RangeY = std::move(RangeY); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerFunctionLibrary.IsActorVisuallyBlocked // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // const class AActor* InActor (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePlayerFunctionLibrary::IsActorVisuallyBlocked(const class AActor* InActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NocePlayerFunctionLibrary", "IsActorVisuallyBlocked"); Params::NocePlayerFunctionLibrary_IsActorVisuallyBlocked Parms{}; Parms.InActor = InActor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerFunctionLibrary.IsCurrentDarkHinako // (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 UNocePlayerFunctionLibrary::IsCurrentDarkHinako(class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NocePlayerFunctionLibrary", "IsCurrentDarkHinako"); Params::NocePlayerFunctionLibrary_IsCurrentDarkHinako Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerFunctionLibrary.IsCurrentFogHinako // (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 UNocePlayerFunctionLibrary::IsCurrentFogHinako(class UObject* WorldContextObject) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NocePlayerFunctionLibrary", "IsCurrentFogHinako"); Params::NocePlayerFunctionLibrary_IsCurrentFogHinako Parms{}; Parms.WorldContextObject = WorldContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerFunctionLibrary.IsInPlayerFrustum // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // const class AActor* InActor (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float SphereRatio (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePlayerFunctionLibrary::IsInPlayerFrustum(const class AActor* InActor, float SphereRatio) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NocePlayerFunctionLibrary", "IsInPlayerFrustum"); Params::NocePlayerFunctionLibrary_IsInPlayerFrustum Parms{}; Parms.InActor = InActor; Parms.SphereRatio = SphereRatio; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerFunctionLibrary.IsPointInPlayerFrustum // (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure) // Parameters: // const class UWorld* InWorld (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& Point (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePlayerFunctionLibrary::IsPointInPlayerFrustum(const class UWorld* InWorld, const struct FVector& Point) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NocePlayerFunctionLibrary", "IsPointInPlayerFrustum"); Params::NocePlayerFunctionLibrary_IsPointInPlayerFrustum Parms{}; Parms.InWorld = InWorld; Parms.Point = std::move(Point); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerFunctionLibrary.IsPointInPlayerSightViewRange // (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure) // Parameters: // const struct FVector& InPoint (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class AActor* InPlayer (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector2D& RangeX (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector2D& RangeY (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePlayerFunctionLibrary::IsPointInPlayerSightViewRange(const struct FVector& InPoint, const class AActor* InPlayer, const struct FVector2D& RangeX, const struct FVector2D& RangeY) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NocePlayerFunctionLibrary", "IsPointInPlayerSightViewRange"); Params::NocePlayerFunctionLibrary_IsPointInPlayerSightViewRange Parms{}; Parms.InPoint = std::move(InPoint); Parms.InPlayer = InPlayer; Parms.RangeX = std::move(RangeX); Parms.RangeY = std::move(RangeY); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerFunctionLibrary.IsPointVisuallyBlocked // (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure) // Parameters: // const class UWorld* InWorld (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& InPoint (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class AActor* InActor (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool IsShowDebugLine (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePlayerFunctionLibrary::IsPointVisuallyBlocked(const class UWorld* InWorld, const struct FVector& InPoint, const class AActor* InActor, bool IsShowDebugLine) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NocePlayerFunctionLibrary", "IsPointVisuallyBlocked"); Params::NocePlayerFunctionLibrary_IsPointVisuallyBlocked Parms{}; Parms.InWorld = InWorld; Parms.InPoint = std::move(InPoint); Parms.InActor = InActor; Parms.IsShowDebugLine = IsShowDebugLine; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerFunctionLibrary.IsSphereInPlayerFrustum // (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure) // Parameters: // const class UObject* InObject (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& Point (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float SphereRadius (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePlayerFunctionLibrary::IsSphereInPlayerFrustum(const class UObject* InObject, const struct FVector& Point, float SphereRadius) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NocePlayerFunctionLibrary", "IsSphereInPlayerFrustum"); Params::NocePlayerFunctionLibrary_IsSphereInPlayerFrustum Parms{}; Parms.InObject = InObject; Parms.Point = std::move(Point); Parms.SphereRadius = SphereRadius; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerFunctionLibrary.SimulateNoceInputAction // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ENoceInputAction InputAction (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool IsPressed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerFunctionLibrary::SimulateNoceInputAction(const class UObject* WorldContextObject, ENoceInputAction InputAction, bool IsPressed) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NocePlayerFunctionLibrary", "SimulateNoceInputAction"); Params::NocePlayerFunctionLibrary_SimulateNoceInputAction Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.InputAction = InputAction; Parms.IsPressed = IsPressed; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInventoryImageDialogWidget.Confirm // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceInventoryImageDialogWidget::Confirm() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInventoryImageDialogWidget", "Confirm"); Params::NoceInventoryImageDialogWidget_Confirm Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInventoryImageDialogWidget.HideGuide // (Final, Native, Public, BlueprintCallable) void UNoceInventoryImageDialogWidget::HideGuide() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInventoryImageDialogWidget", "HideGuide"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInventoryImageDialogWidget.OnPageAnimationCompleted // (Final, Native, Protected) void UNoceInventoryImageDialogWidget::OnPageAnimationCompleted() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInventoryImageDialogWidget", "OnPageAnimationCompleted"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInventoryImageDialogWidget.OnRefreshSelection // (Final, Native, Protected) // Parameters: // int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceInventoryImageDialogWidget::OnRefreshSelection(int32 Index_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInventoryImageDialogWidget", "OnRefreshSelection"); Params::NoceInventoryImageDialogWidget_OnRefreshSelection Parms{}; Parms.Index_0 = Index_0; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInventoryImageDialogWidget.SelectNext // (Final, Native, Protected) void UNoceInventoryImageDialogWidget::SelectNext() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInventoryImageDialogWidget", "SelectNext"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInventoryImageDialogWidget.SelectPrevious // (Final, Native, Protected) void UNoceInventoryImageDialogWidget::SelectPrevious() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInventoryImageDialogWidget", "SelectPrevious"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInventoryImageDialogWidget.SetLetterGroupData // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FText& InGroupName (Parm, NativeAccessSpecifierPublic) // const TArray& InLetterNames (Parm, ZeroConstructor, NativeAccessSpecifierPublic) void UNoceInventoryImageDialogWidget::SetLetterGroupData(const class FText& InGroupName, const TArray& InLetterNames) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInventoryImageDialogWidget", "SetLetterGroupData"); Params::NoceInventoryImageDialogWidget_SetLetterGroupData Parms{}; Parms.InGroupName = std::move(InGroupName); Parms.InLetterNames = std::move(InLetterNames); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInventoryImageDialogWidget.UpdateInput // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const struct FInputEvent& InInputEvent (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // const struct FKey& InKey (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceInventoryImageDialogWidget::UpdateInput(const struct FInputEvent& InInputEvent, const struct FKey& InKey) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInventoryImageDialogWidget", "UpdateInput"); Params::NoceInventoryImageDialogWidget_UpdateInput Parms{}; Parms.InInputEvent = std::move(InInputEvent); Parms.InKey = std::move(InKey); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInventoryImageWidget.LoadInventoryImage // (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable) // Parameters: // const struct FSoftObjectPath& Path (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceInventoryImageWidget::LoadInventoryImage(const struct FSoftObjectPath& Path) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInventoryImageWidget", "LoadInventoryImage"); Params::NoceInventoryImageWidget_LoadInventoryImage Parms{}; Parms.Path = std::move(Path); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerState.AddFaithValue // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 Delta (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerState::AddFaithValue(int32 Delta) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "AddFaithValue"); Params::NocePlayerState_AddFaithValue Parms{}; Parms.Delta = Delta; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerState.AddGeneralMapIcon // (Final, Native, Public, BlueprintCallable) // Parameters: // const struct FNoceMapGeneralIconData& InNewData (Parm, NoDestructor, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 ANocePlayerState::AddGeneralMapIcon(const struct FNoceMapGeneralIconData& InNewData) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "AddGeneralMapIcon"); Params::NocePlayerState_AddGeneralMapIcon Parms{}; Parms.InNewData = std::move(InNewData); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerState.AddMapIcon // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const ENoceDynamicMapIconType& InIconType (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerState::AddMapIcon(const ENoceDynamicMapIconType& InIconType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "AddMapIcon"); Params::NocePlayerState_AddMapIcon Parms{}; Parms.InIconType = InIconType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerState.AddMapIconV2 // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const ENoceDynamicMapIconChapterType& InChapterType (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const ENoceDynamicMapIconIndexType& InIndexType (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerState::AddMapIconV2(const ENoceDynamicMapIconChapterType& InChapterType, const ENoceDynamicMapIconIndexType& InIndexType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "AddMapIconV2"); Params::NocePlayerState_AddMapIconV2 Parms{}; Parms.InChapterType = InChapterType; Parms.InIndexType = InIndexType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerState.AddMapLocation // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const ENoceMapLocation& InLocation (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerState::AddMapLocation(const ENoceMapLocation& InLocation) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "AddMapLocation"); Params::NocePlayerState_AddMapLocation Parms{}; Parms.InLocation = InLocation; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerState.AddMaxHealthLevel // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerState::AddMaxHealthLevel(int32 InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "AddMaxHealthLevel"); Params::NocePlayerState_AddMaxHealthLevel Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerState.AddMaxSanityLevel // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerState::AddMaxSanityLevel(int32 InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "AddMaxSanityLevel"); Params::NocePlayerState_AddMaxSanityLevel Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerState.AddMaxStaminaLevel // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerState::AddMaxStaminaLevel(int32 InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "AddMaxStaminaLevel"); Params::NocePlayerState_AddMaxStaminaLevel Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerState.AddOmamoriDrawingCount // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 Delta (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerState::AddOmamoriDrawingCount(int32 Delta) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "AddOmamoriDrawingCount"); Params::NocePlayerState_AddOmamoriDrawingCount Parms{}; Parms.Delta = Delta; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerState.AddToViewedCutscene // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerState::AddToViewedCutscene(class FName InName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "AddToViewedCutscene"); Params::NocePlayerState_AddToViewedCutscene Parms{}; Parms.InName = InName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerState.AddUpgradeLevel // (Final, Native, Public, BlueprintCallable) // Parameters: // ENoceUpgradeType Type (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerState::AddUpgradeLevel(ENoceUpgradeType Type, int32 InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "AddUpgradeLevel"); Params::NocePlayerState_AddUpgradeLevel Parms{}; Parms.Type = Type; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerState.ApplyAllAddMaxByLevel // (Final, Native, Public, BlueprintCallable) void ANocePlayerState::ApplyAllAddMaxByLevel() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "ApplyAllAddMaxByLevel"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerState.ApplyAttributeRatio // (Final, Native, Public, BlueprintCallable) void ANocePlayerState::ApplyAttributeRatio() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "ApplyAttributeRatio"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerState.ApplyClawAlterType // (Final, Native, Public, BlueprintCallable) // Parameters: // ENoceClawAlterType InClawAlterType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerState::ApplyClawAlterType(ENoceClawAlterType InClawAlterType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "ApplyClawAlterType"); Params::NocePlayerState_ApplyClawAlterType Parms{}; Parms.InClawAlterType = InClawAlterType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerState.ApplyFullHealth // (Final, Native, Public, BlueprintCallable) void ANocePlayerState::ApplyFullHealth() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "ApplyFullHealth"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerState.ApplyFullSanity // (Final, Native, Public, BlueprintCallable) void ANocePlayerState::ApplyFullSanity() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "ApplyFullSanity"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerState.ApplyFullStamina // (Final, Native, Public, BlueprintCallable) void ANocePlayerState::ApplyFullStamina() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "ApplyFullStamina"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerState.ApplyFullWeaponDurability // (Final, Native, Public, BlueprintCallable) // Parameters: // const int32 Index_0 (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const bool IsFogWeapon (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerState::ApplyFullWeaponDurability(const int32 Index_0, const bool IsFogWeapon) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "ApplyFullWeaponDurability"); Params::NocePlayerState_ApplyFullWeaponDurability Parms{}; Parms.Index_0 = Index_0; Parms.IsFogWeapon = IsFogWeapon; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerState.ApplyGameplayEffects // (Final, Native, Public, BlueprintCallable) // Parameters: // const TArray& GameplayEffects (Parm, ZeroConstructor, NativeAccessSpecifierPublic) void ANocePlayerState::ApplyGameplayEffects(const TArray& GameplayEffects) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "ApplyGameplayEffects"); Params::NocePlayerState_ApplyGameplayEffects Parms{}; Parms.GameplayEffects = std::move(GameplayEffects); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerState.BP_AddHealth // (Event, Protected, BlueprintEvent) // Parameters: // float AddValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerState::BP_AddHealth(float AddValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "BP_AddHealth"); Params::NocePlayerState_BP_AddHealth Parms{}; Parms.AddValue = AddValue; UObject::ProcessEvent(Func, &Parms); } // Function GameNoce.NocePlayerState.BP_AddSanity // (Event, Protected, BlueprintEvent) // Parameters: // float AddValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerState::BP_AddSanity(float AddValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "BP_AddSanity"); Params::NocePlayerState_BP_AddSanity Parms{}; Parms.AddValue = AddValue; UObject::ProcessEvent(Func, &Parms); } // Function GameNoce.NocePlayerState.BP_ApplyFullHealth // (Event, Protected, BlueprintEvent) void ANocePlayerState::BP_ApplyFullHealth() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "BP_ApplyFullHealth"); UObject::ProcessEvent(Func, nullptr); } // Function GameNoce.NocePlayerState.BP_ApplyFullSanity // (Event, Protected, BlueprintEvent) void ANocePlayerState::BP_ApplyFullSanity() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "BP_ApplyFullSanity"); UObject::ProcessEvent(Func, nullptr); } // Function GameNoce.NocePlayerState.BP_ApplyFullStamina // (Event, Protected, BlueprintEvent) void ANocePlayerState::BP_ApplyFullStamina() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "BP_ApplyFullStamina"); UObject::ProcessEvent(Func, nullptr); } // Function GameNoce.NocePlayerState.CanUseConsumableType // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 InTypeBitmask (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerState::CanUseConsumableType(int32 InTypeBitmask) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "CanUseConsumableType"); Params::NocePlayerState_CanUseConsumableType Parms{}; Parms.InTypeBitmask = InTypeBitmask; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerState.CanUseConsumableTypeHealth // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerState::CanUseConsumableTypeHealth() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "CanUseConsumableTypeHealth"); Params::NocePlayerState_CanUseConsumableTypeHealth Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerState.CanUseConsumaleTypeClawTransform // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerState::CanUseConsumaleTypeClawTransform() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "CanUseConsumaleTypeClawTransform"); Params::NocePlayerState_CanUseConsumaleTypeClawTransform Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerState.CanUseConsumaleTypeCurrentMaxSanity // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerState::CanUseConsumaleTypeCurrentMaxSanity() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "CanUseConsumaleTypeCurrentMaxSanity"); Params::NocePlayerState_CanUseConsumaleTypeCurrentMaxSanity Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerState.CanUseConsumaleTypeSanity // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerState::CanUseConsumaleTypeSanity() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "CanUseConsumaleTypeSanity"); Params::NocePlayerState_CanUseConsumaleTypeSanity Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerState.CanUseConsumaleTypeWeapon // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerState::CanUseConsumaleTypeWeapon() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "CanUseConsumaleTypeWeapon"); Params::NocePlayerState_CanUseConsumaleTypeWeapon Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerState.ClaimDLCBoosterPack // (Final, Native, Public, BlueprintCallable) void ANocePlayerState::ClaimDLCBoosterPack() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "ClaimDLCBoosterPack"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerState.ClaimDLCOmamori // (Final, Native, Public, BlueprintCallable) void ANocePlayerState::ClaimDLCOmamori() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "ClaimDLCOmamori"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerState.FixWeaponDurabilityByCost // (Final, Native, Public, BlueprintCallable) // Parameters: // ENoceActionLevel ActionLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const int32 Index_0 (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const int32 Percent (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const bool IsFogWeapon (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerState::FixWeaponDurabilityByCost(ENoceActionLevel ActionLevel, const int32 Index_0, const int32 Percent, const bool IsFogWeapon) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "FixWeaponDurabilityByCost"); Params::NocePlayerState_FixWeaponDurabilityByCost Parms{}; Parms.ActionLevel = ActionLevel; Parms.Index_0 = Index_0; Parms.Percent = Percent; Parms.IsFogWeapon = IsFogWeapon; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerState.GetCanShowSavePointFixWeapon // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerState::GetCanShowSavePointFixWeapon() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "GetCanShowSavePointFixWeapon"); Params::NocePlayerState_GetCanShowSavePointFixWeapon Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerState.GetDisableMultiRoundIcon // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerState::GetDisableMultiRoundIcon() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "GetDisableMultiRoundIcon"); Params::NocePlayerState_GetDisableMultiRoundIcon Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerState.GetEnableMap // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerState::GetEnableMap() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "GetEnableMap"); Params::NocePlayerState_GetEnableMap Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerState.GetEnableSavePointFixWeapon // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerState::GetEnableSavePointFixWeapon() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "GetEnableSavePointFixWeapon"); Params::NocePlayerState_GetEnableSavePointFixWeapon Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerState.GetEnableSavePointOffering // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerState::GetEnableSavePointOffering() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "GetEnableSavePointOffering"); Params::NocePlayerState_GetEnableSavePointOffering Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerState.GetEnableSavePointUpgrade // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerState::GetEnableSavePointUpgrade() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "GetEnableSavePointUpgrade"); Params::NocePlayerState_GetEnableSavePointUpgrade Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerState.GetFaithItemIDs // (Final, Native, Public, BlueprintCallable) // Parameters: // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray ANocePlayerState::GetFaithItemIDs() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "GetFaithItemIDs"); Params::NocePlayerState_GetFaithItemIDs Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerState.GetFaithValue // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 ANocePlayerState::GetFaithValue() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "GetFaithValue"); Params::NocePlayerState_GetFaithValue Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerState.GetFixCost // (Final, Native, Public, BlueprintCallable) // Parameters: // ENoceActionLevel InActionLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName InWeaponName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ANocePlayerState::GetFixCost(ENoceActionLevel InActionLevel, class FName InWeaponName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "GetFixCost"); Params::NocePlayerState_GetFixCost Parms{}; Parms.InActionLevel = InActionLevel; Parms.InWeaponName = InWeaponName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerState.GetGeneralMapIconData // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // TArray* OutResult (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic) void ANocePlayerState::GetGeneralMapIconData(TArray* OutResult) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "GetGeneralMapIconData"); Params::NocePlayerState_GetGeneralMapIconData Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutResult != nullptr) *OutResult = std::move(Parms.OutResult); } // Function GameNoce.NocePlayerState.GetHealthHealAmount // (Final, Native, Public, BlueprintCallable) // Parameters: // ENoceActionLevel ActionLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ANocePlayerState::GetHealthHealAmount(ENoceActionLevel ActionLevel) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "GetHealthHealAmount"); Params::NocePlayerState_GetHealthHealAmount Parms{}; Parms.ActionLevel = ActionLevel; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerState.GetHealthHealCost // (Final, Native, Public, BlueprintCallable) // Parameters: // ENoceActionLevel ActionLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 ANocePlayerState::GetHealthHealCost(ENoceActionLevel ActionLevel) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "GetHealthHealCost"); Params::NocePlayerState_GetHealthHealCost Parms{}; Parms.ActionLevel = ActionLevel; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerState.GetHinaCharMesh // (Final, Native, Public, BlueprintCallable) // Parameters: // ENocePlayerType InPlayerType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class FName ANocePlayerState::GetHinaCharMesh(ENocePlayerType InPlayerType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "GetHinaCharMesh"); Params::NocePlayerState_GetHinaCharMesh Parms{}; Parms.InPlayerType = InPlayerType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerState.GetIsUnderHellModeAttack // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerState::GetIsUnderHellModeAttack() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "GetIsUnderHellModeAttack"); Params::NocePlayerState_GetIsUnderHellModeAttack Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerState.GetLastMapArea // (Final, Native, Public, BlueprintCallable) // Parameters: // ENoceMapArea ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENoceMapArea ANocePlayerState::GetLastMapArea() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "GetLastMapArea"); Params::NocePlayerState_GetLastMapArea Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerState.GetLastMissionText // (Final, Native, Public, BlueprintCallable) // Parameters: // class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) class FText ANocePlayerState::GetLastMissionText() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "GetLastMissionText"); Params::NocePlayerState_GetLastMissionText Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerState.GetMapAreaScale // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const ENoceMapArea& InArea (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float DefaultScale (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ANocePlayerState::GetMapAreaScale(const ENoceMapArea& InArea, float DefaultScale) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "GetMapAreaScale"); Params::NocePlayerState_GetMapAreaScale Parms{}; Parms.InArea = InArea; Parms.DefaultScale = DefaultScale; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerState.GetMapIconStatus // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const ENoceDynamicMapIconType& InIconType (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ENoceMapStatus ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENoceMapStatus ANocePlayerState::GetMapIconStatus(const ENoceDynamicMapIconType& InIconType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "GetMapIconStatus"); Params::NocePlayerState_GetMapIconStatus Parms{}; Parms.InIconType = InIconType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerState.GetMapIconStatusV2 // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const ENoceDynamicMapIconChapterType& InChapterType (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const ENoceDynamicMapIconIndexType& InIndexType (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ENoceMapStatus ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENoceMapStatus ANocePlayerState::GetMapIconStatusV2(const ENoceDynamicMapIconChapterType& InChapterType, const ENoceDynamicMapIconIndexType& InIndexType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "GetMapIconStatusV2"); Params::NocePlayerState_GetMapIconStatusV2 Parms{}; Parms.InChapterType = InChapterType; Parms.InIndexType = InIndexType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerState.GetMaxHealthLevel // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 ANocePlayerState::GetMaxHealthLevel() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "GetMaxHealthLevel"); Params::NocePlayerState_GetMaxHealthLevel Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerState.GetMaxSanityLevel // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 ANocePlayerState::GetMaxSanityLevel() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "GetMaxSanityLevel"); Params::NocePlayerState_GetMaxSanityLevel Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerState.GetMaxStaminaLevel // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 ANocePlayerState::GetMaxStaminaLevel() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "GetMaxStaminaLevel"); Params::NocePlayerState_GetMaxStaminaLevel Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerState.GetOmamoriDrawingCount // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 ANocePlayerState::GetOmamoriDrawingCount() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "GetOmamoriDrawingCount"); Params::NocePlayerState_GetOmamoriDrawingCount Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerState.GetSanityHealAmount // (Final, Native, Public, BlueprintCallable) // Parameters: // ENoceActionLevel ActionLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ANocePlayerState::GetSanityHealAmount(ENoceActionLevel ActionLevel) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "GetSanityHealAmount"); Params::NocePlayerState_GetSanityHealAmount Parms{}; Parms.ActionLevel = ActionLevel; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerState.GetSanityHealCost // (Final, Native, Public, BlueprintCallable) // Parameters: // ENoceActionLevel ActionLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 ANocePlayerState::GetSanityHealCost(ENoceActionLevel ActionLevel) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "GetSanityHealCost"); Params::NocePlayerState_GetSanityHealCost Parms{}; Parms.ActionLevel = ActionLevel; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerState.GetSanityHealRatio // (Final, Native, Public, BlueprintCallable) // Parameters: // ENoceActionLevel ActionLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ANocePlayerState::GetSanityHealRatio(ENoceActionLevel ActionLevel) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "GetSanityHealRatio"); Params::NocePlayerState_GetSanityHealRatio Parms{}; Parms.ActionLevel = ActionLevel; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerState.GetUpgradeLevel // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // ENoceUpgradeType Type (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 ANocePlayerState::GetUpgradeLevel(ENoceUpgradeType Type) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "GetUpgradeLevel"); Params::NocePlayerState_GetUpgradeLevel Parms{}; Parms.Type = Type; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerState.GetWeaponDurabilityFixCost // (Final, Native, Public, BlueprintCallable) // Parameters: // ENoceActionLevel ActionLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const int32 Index_0 (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const bool IsFogWeapon (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 ANocePlayerState::GetWeaponDurabilityFixCost(ENoceActionLevel ActionLevel, const int32 Index_0, const bool IsFogWeapon) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "GetWeaponDurabilityFixCost"); Params::NocePlayerState_GetWeaponDurabilityFixCost Parms{}; Parms.ActionLevel = ActionLevel; Parms.Index_0 = Index_0; Parms.IsFogWeapon = IsFogWeapon; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerState.HasBroochKeyItem // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerState::HasBroochKeyItem() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "HasBroochKeyItem"); Params::NocePlayerState_HasBroochKeyItem Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerState.HasExorcismPotion // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerState::HasExorcismPotion() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "HasExorcismPotion"); Params::NocePlayerState_HasExorcismPotion Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerState.HasMapLocation // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const ENoceMapLocation& InLocation (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerState::HasMapLocation(const ENoceMapLocation& InLocation) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "HasMapLocation"); Params::NocePlayerState_HasMapLocation Parms{}; Parms.InLocation = InLocation; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerState.HasSacredSword // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerState::HasSacredSword() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "HasSacredSword"); Params::NocePlayerState_HasSacredSword Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerState.HasUsedDebugTeleport // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerState::HasUsedDebugTeleport() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "HasUsedDebugTeleport"); Params::NocePlayerState_HasUsedDebugTeleport Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerState.HealHealthByCost // (Final, Native, Public, BlueprintCallable) // Parameters: // ENoceActionLevel ActionLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 Cost (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerState::HealHealthByCost(ENoceActionLevel ActionLevel, int32 Cost) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "HealHealthByCost"); Params::NocePlayerState_HealHealthByCost Parms{}; Parms.ActionLevel = ActionLevel; Parms.Cost = Cost; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerState.HealSanityByCost // (Final, Native, Public, BlueprintCallable) // Parameters: // ENoceActionLevel ActionLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 Cost (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerState::HealSanityByCost(ENoceActionLevel ActionLevel, int32 Cost) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "HealSanityByCost"); Params::NocePlayerState_HealSanityByCost Parms{}; Parms.ActionLevel = ActionLevel; Parms.Cost = Cost; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerState.IsClawAlterTypeApplied // (Final, Native, Public, BlueprintCallable) // Parameters: // ENoceClawAlterType InClawAlterType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerState::IsClawAlterTypeApplied(ENoceClawAlterType InClawAlterType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "IsClawAlterTypeApplied"); Params::NocePlayerState_IsClawAlterTypeApplied Parms{}; Parms.InClawAlterType = InClawAlterType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerState.IsDLCBoosterPackClaimed // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerState::IsDLCBoosterPackClaimed() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "IsDLCBoosterPackClaimed"); Params::NocePlayerState_IsDLCBoosterPackClaimed Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerState.IsDLCOmamoriClaimed // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerState::IsDLCOmamoriClaimed() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "IsDLCOmamoriClaimed"); Params::NocePlayerState_IsDLCOmamoriClaimed Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerState.IsFullHealth // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerState::IsFullHealth() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "IsFullHealth"); Params::NocePlayerState_IsFullHealth Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerState.IsFullSanity // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerState::IsFullSanity() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "IsFullSanity"); Params::NocePlayerState_IsFullSanity Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerState.IsFullWeaponDurability // (Final, Native, Public, BlueprintCallable) // Parameters: // const int32 Index_0 (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const bool IsFogWeapon (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerState::IsFullWeaponDurability(const int32 Index_0, const bool IsFogWeapon) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "IsFullWeaponDurability"); Params::NocePlayerState_IsFullWeaponDurability Parms{}; Parms.Index_0 = Index_0; Parms.IsFogWeapon = IsFogWeapon; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerState.IsNewCutscene // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerState::IsNewCutscene(class FName InName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "IsNewCutscene"); Params::NocePlayerState_IsNewCutscene Parms{}; Parms.InName = InName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerState.IsNotebookHintBlocked // (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool* IsBlocked (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerState::IsNotebookHintBlocked(bool* IsBlocked) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "IsNotebookHintBlocked"); Params::NocePlayerState_IsNotebookHintBlocked Parms{}; UObject::ProcessEvent(Func, &Parms); if (IsBlocked != nullptr) *IsBlocked = Parms.IsBlocked; } // Function GameNoce.NocePlayerState.IsRestrictionMatch // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // int32 BitMask (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerState::IsRestrictionMatch(int32 BitMask) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "IsRestrictionMatch"); Params::NocePlayerState_IsRestrictionMatch Parms{}; Parms.BitMask = BitMask; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerState.IsRestrictionMatchFlag // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // ENocePlayerRestriction Flag (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerState::IsRestrictionMatchFlag(ENocePlayerRestriction Flag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "IsRestrictionMatchFlag"); Params::NocePlayerState_IsRestrictionMatchFlag Parms{}; Parms.Flag = Flag; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerState.IsStoryEndingBranchMatch // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // int32 BitMask (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerState::IsStoryEndingBranchMatch(int32 BitMask) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "IsStoryEndingBranchMatch"); Params::NocePlayerState_IsStoryEndingBranchMatch Parms{}; Parms.BitMask = BitMask; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerState.IsStoryEndingBranchMatchFlag // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // ENoceStoryEndingBranch Flag (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerState::IsStoryEndingBranchMatchFlag(ENoceStoryEndingBranch Flag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "IsStoryEndingBranchMatchFlag"); Params::NocePlayerState_IsStoryEndingBranchMatchFlag Parms{}; Parms.Flag = Flag; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerState.MassRemoveMapIconV2 // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const TArray&InChapterTypes (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // const TMap&InExceptions (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) void ANocePlayerState::MassRemoveMapIconV2(const TArray& InChapterTypes, const TMap& InExceptions) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "MassRemoveMapIconV2"); Params::NocePlayerState_MassRemoveMapIconV2 Parms{}; Parms.InChapterTypes = std::move(InChapterTypes); Parms.InExceptions = std::move(InExceptions); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerState.OmamoriRandRange // (Final, Native, Public, BlueprintCallable) // Parameters: // float InMin (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InMax (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ANocePlayerState::OmamoriRandRange(float InMin, float InMax) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "OmamoriRandRange"); Params::NocePlayerState_OmamoriRandRange Parms{}; Parms.InMin = InMin; Parms.InMax = InMax; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerState.OnAddNewItem // (Final, Native, Protected) // Parameters: // ENoceInventoryType InventoryType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName ID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerState::OnAddNewItem(ENoceInventoryType InventoryType, class FName ID) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "OnAddNewItem"); Params::NocePlayerState_OnAddNewItem Parms{}; Parms.InventoryType = InventoryType; Parms.ID = ID; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerState.OnAddNewWeapon // (Final, Native, Protected) // Parameters: // class FName ID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerState::OnAddNewWeapon(class FName ID) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "OnAddNewWeapon"); Params::NocePlayerState_OnAddNewWeapon Parms{}; Parms.ID = ID; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerState.OnBeforeChangeWeapon // (Final, Native, Protected) void ANocePlayerState::OnBeforeChangeWeapon() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "OnBeforeChangeWeapon"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerState.OnChangeOmamori // (Final, Native, Protected) // Parameters: // int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName OldID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName NewID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerState::OnChangeOmamori(int32 Index_0, class FName OldID, class FName NewID) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "OnChangeOmamori"); Params::NocePlayerState_OnChangeOmamori Parms{}; Parms.Index_0 = Index_0; Parms.OldID = OldID; Parms.NewID = NewID; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerState.OnChangeWeapon // (Final, Native, Protected) // Parameters: // int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerState::OnChangeWeapon(int32 Index_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "OnChangeWeapon"); Params::NocePlayerState_OnChangeWeapon Parms{}; Parms.Index_0 = Index_0; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerState.OnDiscardEquippedWeapon // (Final, Native, Protected) void ANocePlayerState::OnDiscardEquippedWeapon() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "OnDiscardEquippedWeapon"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerState.OnSetOmamoriSlotNum // (Final, Native, Protected) // Parameters: // int32 NewSlotNum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerState::OnSetOmamoriSlotNum(int32 NewSlotNum) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "OnSetOmamoriSlotNum"); Params::NocePlayerState_OnSetOmamoriSlotNum Parms{}; Parms.NewSlotNum = NewSlotNum; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerState.OnUseConsumableItem // (Final, Native, Protected) // Parameters: // class FName ID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerState::OnUseConsumableItem(class FName ID) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "OnUseConsumableItem"); Params::NocePlayerState_OnUseConsumableItem Parms{}; Parms.ID = ID; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerState.OnWeaponChanged // (Final, Native, Protected) // Parameters: // class ANoceWeapon* NewWeapon (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerState::OnWeaponChanged(class ANoceWeapon* NewWeapon) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "OnWeaponChanged"); Params::NocePlayerState_OnWeaponChanged Parms{}; Parms.NewWeapon = NewWeapon; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerState.OnWeaponDurabilityChanged // (Final, Native, Protected) // Parameters: // class FName InWeaponName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InDurability (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool InIsDiscarded (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool InIsBroken (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerState::OnWeaponDurabilityChanged(class FName InWeaponName, float InDurability, bool InIsDiscarded, bool InIsBroken) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "OnWeaponDurabilityChanged"); Params::NocePlayerState_OnWeaponDurabilityChanged Parms{}; Parms.InWeaponName = InWeaponName; Parms.InDurability = InDurability; Parms.InIsDiscarded = InIsDiscarded; Parms.InIsBroken = InIsBroken; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerState.RecordAttributeRatio // (Final, Native, Public, BlueprintCallable) void ANocePlayerState::RecordAttributeRatio() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "RecordAttributeRatio"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerState.RefreshGameplayTagsForClawAlterType // (Final, Native, Public, BlueprintCallable) void ANocePlayerState::RefreshGameplayTagsForClawAlterType() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "RefreshGameplayTagsForClawAlterType"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerState.RemoveAllAddMaxByLevel // (Final, Native, Public, BlueprintCallable) void ANocePlayerState::RemoveAllAddMaxByLevel() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "RemoveAllAddMaxByLevel"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerState.RemoveClawAlterType // (Final, Native, Public, BlueprintCallable) // Parameters: // ENoceClawAlterType InClawAlterType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerState::RemoveClawAlterType(ENoceClawAlterType InClawAlterType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "RemoveClawAlterType"); Params::NocePlayerState_RemoveClawAlterType Parms{}; Parms.InClawAlterType = InClawAlterType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerState.RemoveFromViewedCutscene // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerState::RemoveFromViewedCutscene(class FName InName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "RemoveFromViewedCutscene"); Params::NocePlayerState_RemoveFromViewedCutscene Parms{}; Parms.InName = InName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerState.RemoveGameplayEffects // (Final, Native, Public, BlueprintCallable) // Parameters: // const TArray& GameplayEffects (Parm, ZeroConstructor, NativeAccessSpecifierPublic) void ANocePlayerState::RemoveGameplayEffects(const TArray& GameplayEffects) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "RemoveGameplayEffects"); Params::NocePlayerState_RemoveGameplayEffects Parms{}; Parms.GameplayEffects = std::move(GameplayEffects); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerState.RemoveMapIcon // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const ENoceDynamicMapIconType& InIconType (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerState::RemoveMapIcon(const ENoceDynamicMapIconType& InIconType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "RemoveMapIcon"); Params::NocePlayerState_RemoveMapIcon Parms{}; Parms.InIconType = InIconType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerState.RemoveMapIconV2 // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const ENoceDynamicMapIconChapterType& InChapterType (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const ENoceDynamicMapIconIndexType& InIndexType (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerState::RemoveMapIconV2(const ENoceDynamicMapIconChapterType& InChapterType, const ENoceDynamicMapIconIndexType& InIndexType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "RemoveMapIconV2"); Params::NocePlayerState_RemoveMapIconV2 Parms{}; Parms.InChapterType = InChapterType; Parms.InIndexType = InIndexType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerState.RemoveMapLocation // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const ENoceMapLocation& InLocation (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerState::RemoveMapLocation(const ENoceMapLocation& InLocation) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "RemoveMapLocation"); Params::NocePlayerState_RemoveMapLocation Parms{}; Parms.InLocation = InLocation; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerState.RemoveRestriction // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 BitMask (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerState::RemoveRestriction(int32 BitMask) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "RemoveRestriction"); Params::NocePlayerState_RemoveRestriction Parms{}; Parms.BitMask = BitMask; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerState.RemoveRestrictionFlag // (Final, Native, Public, BlueprintCallable) // Parameters: // ENocePlayerRestriction Flag (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerState::RemoveRestrictionFlag(ENocePlayerRestriction Flag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "RemoveRestrictionFlag"); Params::NocePlayerState_RemoveRestrictionFlag Parms{}; Parms.Flag = Flag; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerState.RemoveStoryEndingBranch // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 BitMask (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerState::RemoveStoryEndingBranch(int32 BitMask) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "RemoveStoryEndingBranch"); Params::NocePlayerState_RemoveStoryEndingBranch Parms{}; Parms.BitMask = BitMask; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerState.RemoveStoryEndingBranchFlag // (Final, Native, Public, BlueprintCallable) // Parameters: // ENoceStoryEndingBranch Flag (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerState::RemoveStoryEndingBranchFlag(ENoceStoryEndingBranch Flag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "RemoveStoryEndingBranchFlag"); Params::NocePlayerState_RemoveStoryEndingBranchFlag Parms{}; Parms.Flag = Flag; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerState.ResetForTheNewRound // (Final, Native, Public, BlueprintCallable) void ANocePlayerState::ResetForTheNewRound() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "ResetForTheNewRound"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerState.SetDisableMultiRoundIcon // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InDisableMultiRoundIcon (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerState::SetDisableMultiRoundIcon(bool InDisableMultiRoundIcon) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "SetDisableMultiRoundIcon"); Params::NocePlayerState_SetDisableMultiRoundIcon Parms{}; Parms.InDisableMultiRoundIcon = InDisableMultiRoundIcon; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerState.SetEnableMap // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InEnableMap (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerState::SetEnableMap(bool InEnableMap) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "SetEnableMap"); Params::NocePlayerState_SetEnableMap Parms{}; Parms.InEnableMap = InEnableMap; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerState.SetEnableSavePointFixWeapon // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerState::SetEnableSavePointFixWeapon(bool InEnable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "SetEnableSavePointFixWeapon"); Params::NocePlayerState_SetEnableSavePointFixWeapon Parms{}; Parms.InEnable = InEnable; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerState.SetEnableSavePointOffering // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerState::SetEnableSavePointOffering(bool InEnable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "SetEnableSavePointOffering"); Params::NocePlayerState_SetEnableSavePointOffering Parms{}; Parms.InEnable = InEnable; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerState.SetEnableSavePointUpgrade // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerState::SetEnableSavePointUpgrade(bool InEnable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "SetEnableSavePointUpgrade"); Params::NocePlayerState_SetEnableSavePointUpgrade Parms{}; Parms.InEnable = InEnable; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerState.SetHinaCharMesh // (Final, Native, Public, BlueprintCallable) // Parameters: // ENocePlayerType InPlayerType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName InCharMesh (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerState::SetHinaCharMesh(ENocePlayerType InPlayerType, class FName InCharMesh) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "SetHinaCharMesh"); Params::NocePlayerState_SetHinaCharMesh Parms{}; Parms.InPlayerType = InPlayerType; Parms.InCharMesh = InCharMesh; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerState.SetIsUnderHellModeAttack // (Final, Native, Public, BlueprintCallable) // Parameters: // bool Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerState::SetIsUnderHellModeAttack(bool Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "SetIsUnderHellModeAttack"); Params::NocePlayerState_SetIsUnderHellModeAttack Parms{}; Parms.Value = Value; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerState.SetLastMapArea // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const ENoceMapArea& InArea (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerState::SetLastMapArea(const ENoceMapArea& InArea) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "SetLastMapArea"); Params::NocePlayerState_SetLastMapArea Parms{}; Parms.InArea = InArea; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerState.SetLastMissionText // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FText& InText (Parm, NativeAccessSpecifierPublic) void ANocePlayerState::SetLastMissionText(const class FText& InText) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "SetLastMissionText"); Params::NocePlayerState_SetLastMissionText Parms{}; Parms.InText = std::move(InText); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerState.SetMapAreaScale // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const ENoceMapArea& InArea (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const float& InScale (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerState::SetMapAreaScale(const ENoceMapArea& InArea, const float& InScale) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "SetMapAreaScale"); Params::NocePlayerState_SetMapAreaScale Parms{}; Parms.InArea = InArea; Parms.InScale = InScale; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerState.SetMapIconStatus // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const ENoceDynamicMapIconType& InIconType (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const ENoceMapStatus& InStatus (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerState::SetMapIconStatus(const ENoceDynamicMapIconType& InIconType, const ENoceMapStatus& InStatus) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "SetMapIconStatus"); Params::NocePlayerState_SetMapIconStatus Parms{}; Parms.InIconType = InIconType; Parms.InStatus = InStatus; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerState.SetMapIconStatusV2 // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const ENoceDynamicMapIconChapterType& InChapterType (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const ENoceDynamicMapIconIndexType& InIndexType (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const ENoceMapStatus& InStatus (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerState::SetMapIconStatusV2(const ENoceDynamicMapIconChapterType& InChapterType, const ENoceDynamicMapIconIndexType& InIndexType, const ENoceMapStatus& InStatus) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "SetMapIconStatusV2"); Params::NocePlayerState_SetMapIconStatusV2 Parms{}; Parms.InChapterType = InChapterType; Parms.InIndexType = InIndexType; Parms.InStatus = InStatus; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerState.SetRestriction // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 BitMask (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerState::SetRestriction(int32 BitMask) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "SetRestriction"); Params::NocePlayerState_SetRestriction Parms{}; Parms.BitMask = BitMask; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerState.SetRestrictionFlag // (Final, Native, Public, BlueprintCallable) // Parameters: // ENocePlayerRestriction Flag (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerState::SetRestrictionFlag(ENocePlayerRestriction Flag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "SetRestrictionFlag"); Params::NocePlayerState_SetRestrictionFlag Parms{}; Parms.Flag = Flag; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerState.SetStoryEndingBranch // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 BitMask (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerState::SetStoryEndingBranch(int32 BitMask) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "SetStoryEndingBranch"); Params::NocePlayerState_SetStoryEndingBranch Parms{}; Parms.BitMask = BitMask; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerState.SetStoryEndingBranchFlag // (Final, Native, Public, BlueprintCallable) // Parameters: // ENoceStoryEndingBranch Flag (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerState::SetStoryEndingBranchFlag(ENoceStoryEndingBranch Flag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "SetStoryEndingBranchFlag"); Params::NocePlayerState_SetStoryEndingBranchFlag Parms{}; Parms.Flag = Flag; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerState.SetUsedDebugTeleport // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerState::SetUsedDebugTeleport(bool InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "SetUsedDebugTeleport"); Params::NocePlayerState_SetUsedDebugTeleport Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerState.UpdateGeneralMapIconVisibility // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool InIsVisible (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerState::UpdateGeneralMapIconVisibility(int32 Index_0, bool InIsVisible) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "UpdateGeneralMapIconVisibility"); Params::NocePlayerState_UpdateGeneralMapIconVisibility Parms{}; Parms.Index_0 = Index_0; Parms.InIsVisible = InIsVisible; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerState.UpdateLastSavePoint // (Final, Native, Public, BlueprintCallable) // Parameters: // class AActor* InSavePointActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerState::UpdateLastSavePoint(class AActor* InSavePointActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerState", "UpdateLastSavePoint"); Params::NocePlayerState_UpdateLastSavePoint Parms{}; Parms.InSavePointActor = InSavePointActor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSanityFlowerWidget.UpdateFlowerVisibility // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 SmallFlowerNum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSanityFlowerWidget::UpdateFlowerVisibility(int32 SmallFlowerNum) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSanityFlowerWidget", "UpdateFlowerVisibility"); Params::NoceSanityFlowerWidget_UpdateFlowerVisibility Parms{}; Parms.SmallFlowerNum = SmallFlowerNum; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInventoryListItemWidget.EquipFailed // (Final, Native, Public, BlueprintCallable) void UNoceInventoryListItemWidget::EquipFailed() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInventoryListItemWidget", "EquipFailed"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInventoryListItemWidget.OnSelectEquipFailCompleted // (Final, Native, Protected) void UNoceInventoryListItemWidget::OnSelectEquipFailCompleted() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInventoryListItemWidget", "OnSelectEquipFailCompleted"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInventoryListItemWidget.OnSelectToEquipCompleted // (Final, Native, Protected) void UNoceInventoryListItemWidget::OnSelectToEquipCompleted() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInventoryListItemWidget", "OnSelectToEquipCompleted"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInventoryListItemWidget.PlaySelectToEquip // (Final, Native, Public, BlueprintCallable) void UNoceInventoryListItemWidget::PlaySelectToEquip() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInventoryListItemWidget", "PlaySelectToEquip"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInventoryListItemWidget.RefreshEquipped // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InIsEquipped (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceInventoryListItemWidget::RefreshEquipped(bool InIsEquipped) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInventoryListItemWidget", "RefreshEquipped"); Params::NoceInventoryListItemWidget_RefreshEquipped Parms{}; Parms.InIsEquipped = InIsEquipped; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInventoryListWidget.DiscardItem // (Final, Native, Public, BlueprintCallable) void UNoceInventoryListWidget::DiscardItem() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInventoryListWidget", "DiscardItem"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInventoryListWidget.PlayEquipFailed // (Final, Native, Public, BlueprintCallable) void UNoceInventoryListWidget::PlayEquipFailed() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInventoryListWidget", "PlayEquipFailed"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInventoryListWidget.RefreshEquipped // (Final, Native, Public, BlueprintCallable) // Parameters: // const TArray& EquippedItem (Parm, ZeroConstructor, NativeAccessSpecifierPublic) void UNoceInventoryListWidget::RefreshEquipped(const TArray& EquippedItem) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInventoryListWidget", "RefreshEquipped"); Params::NoceInventoryListWidget_RefreshEquipped Parms{}; Parms.EquippedItem = std::move(EquippedItem); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInventoryListWidget.SelectItem // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName ID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceInventoryListWidget::SelectItem(class FName ID) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInventoryListWidget", "SelectItem"); Params::NoceInventoryListWidget_SelectItem Parms{}; Parms.ID = ID; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInventoryListWidget.SetAllData // (Final, Native, Public, BlueprintCallable) // Parameters: // const TArray&Items (Parm, ZeroConstructor, NativeAccessSpecifierPublic) void UNoceInventoryListWidget::SetAllData(const TArray& Items) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInventoryListWidget", "SetAllData"); Params::NoceInventoryListWidget_SetAllData Parms{}; Parms.Items = std::move(Items); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInventoryListWidget.SetConsumableData // (Final, Native, Public, BlueprintCallable) // Parameters: // const TArray&Items (Parm, ZeroConstructor, NativeAccessSpecifierPublic) // const TArray& EquippedItems (Parm, ZeroConstructor, NativeAccessSpecifierPublic) // int32 InPointNum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 InEmaNum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceInventoryListWidget::SetConsumableData(const TArray& Items, const TArray& EquippedItems, int32 InPointNum, int32 InEmaNum) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInventoryListWidget", "SetConsumableData"); Params::NoceInventoryListWidget_SetConsumableData Parms{}; Parms.Items = std::move(Items); Parms.EquippedItems = std::move(EquippedItems); Parms.InPointNum = InPointNum; Parms.InEmaNum = InEmaNum; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInventoryListWidget.SetOmamoriData // (Final, Native, Public, BlueprintCallable) // Parameters: // const TArray&Items (Parm, ZeroConstructor, NativeAccessSpecifierPublic) // const TArray& EquippedItems (Parm, ZeroConstructor, NativeAccessSpecifierPublic) void UNoceInventoryListWidget::SetOmamoriData(const TArray& Items, const TArray& EquippedItems) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInventoryListWidget", "SetOmamoriData"); Params::NoceInventoryListWidget_SetOmamoriData Parms{}; Parms.Items = std::move(Items); Parms.EquippedItems = std::move(EquippedItems); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePopWindowBtnWidget.UpdateText // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const class FName& InActionName (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FText& InBtnText (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) void UNocePopWindowBtnWidget::UpdateText(const class FName& InActionName, const class FText& InBtnText) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePopWindowBtnWidget", "UpdateText"); Params::NocePopWindowBtnWidget_UpdateText Parms{}; Parms.InActionName = InActionName; Parms.InBtnText = std::move(InBtnText); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInventoryPopWindowWidget.ShowAddSlot // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 OldSlotNum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 NewSlotNum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceInventoryPopWindowWidget::ShowAddSlot(int32 OldSlotNum, int32 NewSlotNum) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInventoryPopWindowWidget", "ShowAddSlot"); Params::NoceInventoryPopWindowWidget_ShowAddSlot Parms{}; Parms.OldSlotNum = OldSlotNum; Parms.NewSlotNum = NewSlotNum; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerPPAnimInstance.CanApplyLookAtIK // (Native, Event, Protected, BlueprintCallable, BlueprintEvent) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePlayerPPAnimInstance::CanApplyLookAtIK() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerPPAnimInstance", "CanApplyLookAtIK"); Params::NocePlayerPPAnimInstance_CanApplyLookAtIK Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerPPAnimInstance.OnAttackTraceHit // (Final, Native, Protected, HasOutParams) // Parameters: // const TArray&InHitResults (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic) void UNocePlayerPPAnimInstance::OnAttackTraceHit(const TArray& InHitResults) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerPPAnimInstance", "OnAttackTraceHit"); Params::NocePlayerPPAnimInstance_OnAttackTraceHit Parms{}; Parms.InHitResults = std::move(InHitResults); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerPPAnimInstance.UpdateApplyAimIK // (Native, Event, Protected, BlueprintCallable, BlueprintEvent) void UNocePlayerPPAnimInstance::UpdateApplyAimIK() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerPPAnimInstance", "UpdateApplyAimIK"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerPPAnimInstance.UpdateApplyFootIK // (Native, Event, Protected, BlueprintCallable, BlueprintEvent) // Parameters: // float DeltaTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerPPAnimInstance::UpdateApplyFootIK(float DeltaTime) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerPPAnimInstance", "UpdateApplyFootIK"); Params::NocePlayerPPAnimInstance_UpdateApplyFootIK Parms{}; Parms.DeltaTime = DeltaTime; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerPPAnimInstance.UpdateApplyFullBodyIK // (Native, Event, Protected, BlueprintCallable, BlueprintEvent) void UNocePlayerPPAnimInstance::UpdateApplyFullBodyIK() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerPPAnimInstance", "UpdateApplyFullBodyIK"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerPPAnimInstance.UpdateApplyLookAtIK // (Native, Event, Protected, BlueprintCallable, BlueprintEvent) // Parameters: // float DeltaTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerPPAnimInstance::UpdateApplyLookAtIK(float DeltaTime) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerPPAnimInstance", "UpdateApplyLookAtIK"); Params::NocePlayerPPAnimInstance_UpdateApplyLookAtIK Parms{}; Parms.DeltaTime = DeltaTime; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerPPAnimInstance.UpdateApplyPoseDriver // (Native, Event, Protected, BlueprintCallable, BlueprintEvent) void UNocePlayerPPAnimInstance::UpdateApplyPoseDriver() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerPPAnimInstance", "UpdateApplyPoseDriver"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerPPAnimInstance.UpdateApplyRigidBody // (Native, Event, Protected, BlueprintCallable, BlueprintEvent) void UNocePlayerPPAnimInstance::UpdateApplyRigidBody() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerPPAnimInstance", "UpdateApplyRigidBody"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerPPAnimInstance.UpdateAttachObject // (Native, Event, Protected, BlueprintCallable, BlueprintEvent) void UNocePlayerPPAnimInstance::UpdateAttachObject() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerPPAnimInstance", "UpdateAttachObject"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerPPAnimInstance.UpdateFootIK // (Native, Event, Protected, BlueprintCallable, BlueprintEvent) // Parameters: // float DeltaSeconds (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerPPAnimInstance::UpdateFootIK(float DeltaSeconds) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerPPAnimInstance", "UpdateFootIK"); Params::NocePlayerPPAnimInstance_UpdateFootIK Parms{}; Parms.DeltaSeconds = DeltaSeconds; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceTabChildWidget.SetText // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FText& InText (Parm, NativeAccessSpecifierPublic) void UNoceTabChildWidget::SetText(const class FText& InText) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTabChildWidget", "SetText"); Params::NoceTabChildWidget_SetText Parms{}; Parms.InText = std::move(InText); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerClawTransformComponent.AddClawTransform // (Final, Native, Public, BlueprintCallable) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerClawTransformComponent::AddClawTransform(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerClawTransformComponent", "AddClawTransform"); Params::NocePlayerClawTransformComponent_AddClawTransform Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerClawTransformComponent.ApplyAttrackSoulDamageToTarget // (Final, Native, Public, BlueprintCallable) void UNocePlayerClawTransformComponent::ApplyAttrackSoulDamageToTarget() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerClawTransformComponent", "ApplyAttrackSoulDamageToTarget"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerClawTransformComponent.CostClawTransform // (Final, Native, Public, BlueprintCallable) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerClawTransformComponent::CostClawTransform(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerClawTransformComponent", "CostClawTransform"); Params::NocePlayerClawTransformComponent_CostClawTransform Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerClawTransformComponent.FillClawTransformToFull // (Final, Native, Public, BlueprintCallable) void UNocePlayerClawTransformComponent::FillClawTransformToFull() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerClawTransformComponent", "FillClawTransformToFull"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerClawTransformComponent.GetAttrackSoulTargetDistanceXY // (Final, Native, Public, BlueprintCallable) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNocePlayerClawTransformComponent::GetAttrackSoulTargetDistanceXY() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerClawTransformComponent", "GetAttrackSoulTargetDistanceXY"); Params::NocePlayerClawTransformComponent_GetAttrackSoulTargetDistanceXY Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerClawTransformComponent.GetAttrackSoulTargetDistanceZ // (Final, Native, Public, BlueprintCallable) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNocePlayerClawTransformComponent::GetAttrackSoulTargetDistanceZ() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerClawTransformComponent", "GetAttrackSoulTargetDistanceZ"); Params::NocePlayerClawTransformComponent_GetAttrackSoulTargetDistanceZ Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerClawTransformComponent.GetAttractSoulTarget // (Final, Native, Public, BlueprintCallable) // Parameters: // class ANoceEnemyCharacter* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class ANoceEnemyCharacter* UNocePlayerClawTransformComponent::GetAttractSoulTarget() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerClawTransformComponent", "GetAttractSoulTarget"); Params::NocePlayerClawTransformComponent_GetAttractSoulTarget Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerClawTransformComponent.GetClawTransform // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNocePlayerClawTransformComponent::GetClawTransform() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerClawTransformComponent", "GetClawTransform"); Params::NocePlayerClawTransformComponent_GetClawTransform Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerClawTransformComponent.HandleEnemyDead // (Final, Native, Public, BlueprintCallable) // Parameters: // class AActor* InActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerClawTransformComponent::HandleEnemyDead(class AActor* InActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerClawTransformComponent", "HandleEnemyDead"); Params::NocePlayerClawTransformComponent_HandleEnemyDead Parms{}; Parms.InActor = InActor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerClawTransformComponent.HandleOnPossessed // (Final, Native, Protected) // Parameters: // bool InPossessed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerClawTransformComponent::HandleOnPossessed(bool InPossessed) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerClawTransformComponent", "HandleOnPossessed"); Params::NocePlayerClawTransformComponent_HandleOnPossessed Parms{}; Parms.InPossessed = InPossessed; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerClawTransformComponent.HaveAttrackSoulTarget // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePlayerClawTransformComponent::HaveAttrackSoulTarget() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerClawTransformComponent", "HaveAttrackSoulTarget"); Params::NocePlayerClawTransformComponent_HaveAttrackSoulTarget Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerClawTransformComponent.IsClawTransformEmpty // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePlayerClawTransformComponent::IsClawTransformEmpty() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerClawTransformComponent", "IsClawTransformEmpty"); Params::NocePlayerClawTransformComponent_IsClawTransformEmpty Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerClawTransformComponent.IsClawTransformFull // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePlayerClawTransformComponent::IsClawTransformFull() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerClawTransformComponent", "IsClawTransformFull"); Params::NocePlayerClawTransformComponent_IsClawTransformFull Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerClawTransformComponent.OnCanShowWidgetChanged // (Final, Native, Public) // Parameters: // bool InVisible (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerClawTransformComponent::OnCanShowWidgetChanged(bool InVisible) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerClawTransformComponent", "OnCanShowWidgetChanged"); Params::NocePlayerClawTransformComponent_OnCanShowWidgetChanged Parms{}; Parms.InVisible = InVisible; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerClawTransformComponent.OnClawTransformed // (Final, Native, Protected) // Parameters: // bool InIsClawG (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerClawTransformComponent::OnClawTransformed(bool InIsClawG) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerClawTransformComponent", "OnClawTransformed"); Params::NocePlayerClawTransformComponent_OnClawTransformed Parms{}; Parms.InIsClawG = InIsClawG; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerClawTransformComponent.OnEnemyDamage // (Final, Native, Protected) // Parameters: // class AActor* InHitActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InDamage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool InIsDead (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerClawTransformComponent::OnEnemyDamage(class AActor* InHitActor, float InDamage, bool InIsDead) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerClawTransformComponent", "OnEnemyDamage"); Params::NocePlayerClawTransformComponent_OnEnemyDamage Parms{}; Parms.InHitActor = InHitActor; Parms.InDamage = InDamage; Parms.InIsDead = InIsDead; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerClawTransformComponent.OnPlayerPreDamage // (Final, Native, Protected) // Parameters: // float InHealthDamage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InMaxSanityDamage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerClawTransformComponent::OnPlayerPreDamage(float InHealthDamage, float InMaxSanityDamage) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerClawTransformComponent", "OnPlayerPreDamage"); Params::NocePlayerClawTransformComponent_OnPlayerPreDamage Parms{}; Parms.InHealthDamage = InHealthDamage; Parms.InMaxSanityDamage = InMaxSanityDamage; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerClawTransformComponent.RegisterOnPossessed // (Final, Native, Protected) void UNocePlayerClawTransformComponent::RegisterOnPossessed() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerClawTransformComponent", "RegisterOnPossessed"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerClawTransformComponent.SetAttractSoulWidgetRatio // (Final, Native, Public, BlueprintCallable) // Parameters: // float InRatio (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* InTargetActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerClawTransformComponent::SetAttractSoulWidgetRatio(float InRatio, class AActor* InTargetActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerClawTransformComponent", "SetAttractSoulWidgetRatio"); Params::NocePlayerClawTransformComponent_SetAttractSoulWidgetRatio Parms{}; Parms.InRatio = InRatio; Parms.InTargetActor = InTargetActor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerClawTransformComponent.ShowAttrackSoulHintWidget // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InShow (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* InTargetActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerClawTransformComponent::ShowAttrackSoulHintWidget(bool InShow, class AActor* InTargetActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerClawTransformComponent", "ShowAttrackSoulHintWidget"); Params::NocePlayerClawTransformComponent_ShowAttrackSoulHintWidget Parms{}; Parms.InShow = InShow; Parms.InTargetActor = InTargetActor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerClawTransformComponent.ShowAttrackSoulWidget // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InShow (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* InTargetActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerClawTransformComponent::ShowAttrackSoulWidget(bool InShow, class AActor* InTargetActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerClawTransformComponent", "ShowAttrackSoulWidget"); Params::NocePlayerClawTransformComponent_ShowAttrackSoulWidget Parms{}; Parms.InShow = InShow; Parms.InTargetActor = InTargetActor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInventoryWeaponItem.Discard // (Final, Native, Public, BlueprintCallable) void UNoceInventoryWeaponItem::Discard() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInventoryWeaponItem", "Discard"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInventoryWeaponItem.Equip // (Final, Native, Public, BlueprintCallable) void UNoceInventoryWeaponItem::Equip() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInventoryWeaponItem", "Equip"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInventoryWeaponItem.OnEquipSelectDropCompleted // (Native, Event, Protected, BlueprintCallable, BlueprintEvent) void UNoceInventoryWeaponItem::OnEquipSelectDropCompleted() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInventoryWeaponItem", "OnEquipSelectDropCompleted"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInventoryWeaponItem.Unequip // (Final, Native, Public, BlueprintCallable) void UNoceInventoryWeaponItem::Unequip() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInventoryWeaponItem", "Unequip"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInventoryWeaponWidget.OnListMouseConfirm // (Final, Native, Protected) // Parameters: // int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceInventoryWeaponWidget::OnListMouseConfirm(int32 Index_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInventoryWeaponWidget", "OnListMouseConfirm"); Params::NoceInventoryWeaponWidget_OnListMouseConfirm Parms{}; Parms.Index_0 = Index_0; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInventoryWeaponWidget.OnPopWindowClose // (Final, Native, Protected) void UNoceInventoryWeaponWidget::OnPopWindowClose() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInventoryWeaponWidget", "OnPopWindowClose"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInventoryWeaponWidget.UpdateSelection // (Final, Native, Protected) // Parameters: // int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceInventoryWeaponWidget::UpdateSelection(int32 Index_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInventoryWeaponWidget", "UpdateSelection"); Params::NoceInventoryWeaponWidget_UpdateSelection Parms{}; Parms.Index_0 = Index_0; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInvincibleComponent.EndInvincible // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName InToken (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceInvincibleComponent::EndInvincible(class FName InToken) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInvincibleComponent", "EndInvincible"); Params::NoceInvincibleComponent_EndInvincible Parms{}; Parms.InToken = InToken; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInvincibleComponent.HandleOnPossessed // (Final, Native, Protected) // Parameters: // bool InPossessed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceInvincibleComponent::HandleOnPossessed(bool InPossessed) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInvincibleComponent", "HandleOnPossessed"); Params::NoceInvincibleComponent_HandleOnPossessed Parms{}; Parms.InPossessed = InPossessed; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInvincibleComponent.IsInvincible // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceInvincibleComponent::IsInvincible() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInvincibleComponent", "IsInvincible"); Params::NoceInvincibleComponent_IsInvincible Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInvincibleComponent.IsTokenInvincible // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // class FName InToken (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceInvincibleComponent::IsTokenInvincible(class FName InToken) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInvincibleComponent", "IsTokenInvincible"); Params::NoceInvincibleComponent_IsTokenInvincible Parms{}; Parms.InToken = InToken; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceInvincibleComponent.OnTimerUp // (Final, Native, Protected) void UNoceInvincibleComponent::OnTimerUp() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInvincibleComponent", "OnTimerUp"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInvincibleComponent.StartInvincible // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName InToken (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceInvincibleComponent::StartInvincible(class FName InToken) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInvincibleComponent", "StartInvincible"); Params::NoceInvincibleComponent_StartInvincible Parms{}; Parms.InToken = InToken; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceInvincibleComponent.StartInvincibleWithDuration // (Final, Native, Public, BlueprintCallable) // Parameters: // float InDuration (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName InToken (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceInvincibleComponent::StartInvincibleWithDuration(float InDuration, class FName InToken) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceInvincibleComponent", "StartInvincibleWithDuration"); Params::NoceInvincibleComponent_StartInvincibleWithDuration Parms{}; Parms.InDuration = InDuration; Parms.InToken = InToken; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePauseWidget.CreatePageWidget // (Final, Native, Protected, HasOutParams, HasDefaults, BlueprintCallable) // Parameters: // const struct FSoftClassPath& Path (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UNoceFocusableWidget** NewWidget (Parm, OutParm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePauseWidget::CreatePageWidget(const struct FSoftClassPath& Path, class UNoceFocusableWidget** NewWidget) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePauseWidget", "CreatePageWidget"); Params::NocePauseWidget_CreatePageWidget Parms{}; Parms.Path = std::move(Path); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (NewWidget != nullptr) *NewWidget = Parms.NewWidget; } // Function GameNoce.NocePauseWidget.DoToTitle // (Final, Native, Protected, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePauseWidget::DoToTitle() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePauseWidget", "DoToTitle"); Params::NocePauseWidget_DoToTitle Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePauseWidget.ExecuteObj // (Final, Native, Public, BlueprintCallable) // Parameters: // class UPauseListObject* Obj (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePauseWidget::ExecuteObj(class UPauseListObject* Obj) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePauseWidget", "ExecuteObj"); Params::NocePauseWidget_ExecuteObj Parms{}; Parms.Obj = Obj; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePauseWidget.GetPauseListObjs // (Final, Native, Public, BlueprintCallable) // Parameters: // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNocePauseWidget::GetPauseListObjs() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePauseWidget", "GetPauseListObjs"); Params::NocePauseWidget_GetPauseListObjs Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePauseWidget.HideChangeLevel // (Final, Native, Public, BlueprintCallable) void UNocePauseWidget::HideChangeLevel() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePauseWidget", "HideChangeLevel"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePauseWidget.IsInCombat // (Final, Native, Protected, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePauseWidget::IsInCombat() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePauseWidget", "IsInCombat"); Params::NocePauseWidget_IsInCombat Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePauseWidget.IsInEquipment // (Final, Native, Protected, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePauseWidget::IsInEquipment() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePauseWidget", "IsInEquipment"); Params::NocePauseWidget_IsInEquipment Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePauseWidget.IsInMap // (Final, Native, Protected, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePauseWidget::IsInMap() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePauseWidget", "IsInMap"); Params::NocePauseWidget_IsInMap Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePauseWidget.IsInNotebook // (Final, Native, Protected, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePauseWidget::IsInNotebook() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePauseWidget", "IsInNotebook"); Params::NocePauseWidget_IsInNotebook Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePauseWidget.IsInPage // (Final, Native, Protected, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePauseWidget::IsInPage() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePauseWidget", "IsInPage"); Params::NocePauseWidget_IsInPage Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePauseWidget.OnFadeOutToTitleCompleted // (Final, Native, Protected) void UNocePauseWidget::OnFadeOutToTitleCompleted() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePauseWidget", "OnFadeOutToTitleCompleted"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePauseWidget.OnListMouseConfirm // (Final, Native, Protected) // Parameters: // int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePauseWidget::OnListMouseConfirm(int32 Index_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePauseWidget", "OnListMouseConfirm"); Params::NocePauseWidget_OnListMouseConfirm Parms{}; Parms.Index_0 = Index_0; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePauseWidget.OnOptionClosed // (Final, Native, Protected) void UNocePauseWidget::OnOptionClosed() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePauseWidget", "OnOptionClosed"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePauseWidget.OnPageClose // (Final, Native, Protected) void UNocePauseWidget::OnPageClose() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePauseWidget", "OnPageClose"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePauseWidget.OnPlayerEndPlay // (Final, Native, Protected) // Parameters: // class AActor* Actor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EEndPlayReason EndPlayReason (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePauseWidget::OnPlayerEndPlay(class AActor* Actor, EEndPlayReason EndPlayReason) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePauseWidget", "OnPlayerEndPlay"); Params::NocePauseWidget_OnPlayerEndPlay Parms{}; Parms.Actor = Actor; Parms.EndPlayReason = EndPlayReason; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePauseWidget.OnPopWindowClose // (Final, Native, Protected) void UNocePauseWidget::OnPopWindowClose() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePauseWidget", "OnPopWindowClose"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePauseWidget.PrepareSeamlessTravel // (Final, Native, Protected, BlueprintCallable) void UNocePauseWidget::PrepareSeamlessTravel() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePauseWidget", "PrepareSeamlessTravel"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePauseWidget.ShowEquipment // (Final, Native, Public, BlueprintCallable) void UNocePauseWidget::ShowEquipment() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePauseWidget", "ShowEquipment"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePauseWidget.ShowMap // (Final, Native, Public, BlueprintCallable) void UNocePauseWidget::ShowMap() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePauseWidget", "ShowMap"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePauseWidget.ShowNotebook // (Final, Native, Public, BlueprintCallable) void UNocePauseWidget::ShowNotebook() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePauseWidget", "ShowNotebook"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePauseWidget.ToCollectible // (Final, Native, Protected, BlueprintCallable) void UNocePauseWidget::ToCollectible() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePauseWidget", "ToCollectible"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePauseWidget.ToEquipment // (Final, Native, Protected, BlueprintCallable) void UNocePauseWidget::ToEquipment() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePauseWidget", "ToEquipment"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePauseWidget.ToMap // (Final, Native, Protected, BlueprintCallable) void UNocePauseWidget::ToMap() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePauseWidget", "ToMap"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePauseWidget.ToNotebook // (Final, Native, Protected, BlueprintCallable) void UNocePauseWidget::ToNotebook() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePauseWidget", "ToNotebook"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePauseWidget.ToOption // (Final, Native, Protected, BlueprintCallable) void UNocePauseWidget::ToOption() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePauseWidget", "ToOption"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePauseWidget.ToShortcutItem // (Final, Native, Protected, BlueprintCallable) void UNocePauseWidget::ToShortcutItem() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePauseWidget", "ToShortcutItem"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePauseWidget.ToTitle // (Final, Native, Protected, BlueprintCallable) void UNocePauseWidget::ToTitle() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePauseWidget", "ToTitle"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceItemChildGroupWidget.Init // (Final, Native, Public, BlueprintCallable) void UNoceItemChildGroupWidget::Init() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceItemChildGroupWidget", "Init"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceItemChildGroupWidget.SetNum // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 TotalNum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceItemChildGroupWidget::SetNum(int32 TotalNum) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceItemChildGroupWidget", "SetNum"); Params::NoceItemChildGroupWidget_SetNum Parms{}; Parms.TotalNum = TotalNum; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerTriggerSubsystem.RegisterPlayerTrigger // (Final, Native, Public, BlueprintCallable) // Parameters: // class UObject* InTrigger (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerTriggerSubsystem::RegisterPlayerTrigger(class UObject* InTrigger) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerTriggerSubsystem", "RegisterPlayerTrigger"); Params::NocePlayerTriggerSubsystem_RegisterPlayerTrigger Parms{}; Parms.InTrigger = InTrigger; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerTriggerSubsystem.UnregisterPlayerTrigger // (Final, Native, Public, BlueprintCallable) // Parameters: // class UObject* InTrigger (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerTriggerSubsystem::UnregisterPlayerTrigger(class UObject* InTrigger) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerTriggerSubsystem", "UnregisterPlayerTrigger"); Params::NocePlayerTriggerSubsystem_UnregisterPlayerTrigger Parms{}; Parms.InTrigger = InTrigger; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceItemShortcutItemWidget.SelectMark // (Final, Native, Public, BlueprintCallable) // Parameters: // bool Select (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceItemShortcutItemWidget::SelectMark(bool Select) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceItemShortcutItemWidget", "SelectMark"); Params::NoceItemShortcutItemWidget_SelectMark Parms{}; Parms.Select = Select; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceItemShortcutItemWidget.SetItem // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InIsDisable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName InID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 InCount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceItemShortcutItemWidget::SetItem(bool InIsDisable, class FName InID, int32 InCount) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceItemShortcutItemWidget", "SetItem"); Params::NoceItemShortcutItemWidget_SetItem Parms{}; Parms.InIsDisable = InIsDisable; Parms.InID = InID; Parms.InCount = InCount; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceItemSubsystem.GetSaveData // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNoceItemSubsystem::GetSaveData() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceItemSubsystem", "GetSaveData"); Params::NoceItemSubsystem_GetSaveData Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceItemSubsystem.IsSaveDataExist // (Final, Native, Public, BlueprintCallable) // Parameters: // class ANoceInteractableBase* InItem (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceItemSubsystem::IsSaveDataExist(class ANoceInteractableBase* InItem) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceItemSubsystem", "IsSaveDataExist"); Params::NoceItemSubsystem_IsSaveDataExist Parms{}; Parms.InItem = InItem; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceItemSubsystem.RegisterSaveData // (Final, Native, Public, BlueprintCallable) // Parameters: // class ANoceInteractableBase* InItem (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceItemSubsystem::RegisterSaveData(class ANoceInteractableBase* InItem) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceItemSubsystem", "RegisterSaveData"); Params::NoceItemSubsystem_RegisterSaveData Parms{}; Parms.InItem = InItem; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceKanbanWidget.ShowText // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FText& InText (Parm, NativeAccessSpecifierPublic) void UNoceKanbanWidget::ShowText(const class FText& InText) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceKanbanWidget", "ShowText"); Params::NoceKanbanWidget_ShowText Parms{}; Parms.InText = std::move(InText); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceKeyBindingWidget.ApplyModifiedKeys // (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceKeyBindingWidget::ApplyModifiedKeys(bool* NoUse) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceKeyBindingWidget", "ApplyModifiedKeys"); Params::NoceKeyBindingWidget_ApplyModifiedKeys Parms{}; UObject::ProcessEvent(Func, &Parms); if (NoUse != nullptr) *NoUse = Parms.NoUse; } // Function GameNoce.NocePlayerKatanaComponent.AttachScabbardToHand // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerKatanaComponent::AttachScabbardToHand(bool InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerKatanaComponent", "AttachScabbardToHand"); Params::NocePlayerKatanaComponent_AttachScabbardToHand Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerKatanaComponent.CanAutoAbilityBasic // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePlayerKatanaComponent::CanAutoAbilityBasic() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerKatanaComponent", "CanAutoAbilityBasic"); Params::NocePlayerKatanaComponent_CanAutoAbilityBasic Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerKatanaComponent.HandleHideWeapon // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InHide (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerKatanaComponent::HandleHideWeapon(bool InHide) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerKatanaComponent", "HandleHideWeapon"); Params::NocePlayerKatanaComponent_HandleHideWeapon Parms{}; Parms.InHide = InHide; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerKatanaComponent.HandleOnPossessed // (Final, Native, Protected) // Parameters: // bool InPossessed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerKatanaComponent::HandleOnPossessed(bool InPossessed) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerKatanaComponent", "HandleOnPossessed"); Params::NocePlayerKatanaComponent_HandleOnPossessed Parms{}; Parms.InPossessed = InPossessed; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerKatanaComponent.HandlePlayerShowHide // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InShow (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerKatanaComponent::HandlePlayerShowHide(bool InShow) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerKatanaComponent", "HandlePlayerShowHide"); Params::NocePlayerKatanaComponent_HandlePlayerShowHide Parms{}; Parms.InShow = InShow; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerKatanaComponent.OnAddNewWeapon // (Final, Native, Protected) // Parameters: // class FName InID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerKatanaComponent::OnAddNewWeapon(class FName InID) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerKatanaComponent", "OnAddNewWeapon"); Params::NocePlayerKatanaComponent_OnAddNewWeapon Parms{}; Parms.InID = InID; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerKatanaComponent.OnChangeWeapon // (Final, Native, Protected) // Parameters: // int32 InNewIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerKatanaComponent::OnChangeWeapon(int32 InNewIndex) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerKatanaComponent", "OnChangeWeapon"); Params::NocePlayerKatanaComponent_OnChangeWeapon Parms{}; Parms.InNewIndex = InNewIndex; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerKatanaComponent.OnDiscardWeapon // (Final, Native, Protected) // Parameters: // class FName InID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerKatanaComponent::OnDiscardWeapon(class FName InID) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerKatanaComponent", "OnDiscardWeapon"); Params::NocePlayerKatanaComponent_OnDiscardWeapon Parms{}; Parms.InID = InID; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerKatanaComponent.OnEnemyDamage // (Final, Native, Protected) // Parameters: // class AActor* InHitActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InDamage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool InIsDead (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerKatanaComponent::OnEnemyDamage(class AActor* InHitActor, float InDamage, bool InIsDead) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerKatanaComponent", "OnEnemyDamage"); Params::NocePlayerKatanaComponent_OnEnemyDamage Parms{}; Parms.InHitActor = InHitActor; Parms.InDamage = InDamage; Parms.InIsDead = InIsDead; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerKatanaComponent.OnGameplayTagChanged // (Final, Native, Protected) // Parameters: // const struct FGameplayTag& Tag (ConstParm, Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 NewCount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerKatanaComponent::OnGameplayTagChanged(const struct FGameplayTag& Tag, int32 NewCount) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerKatanaComponent", "OnGameplayTagChanged"); Params::NocePlayerKatanaComponent_OnGameplayTagChanged Parms{}; Parms.Tag = std::move(Tag); Parms.NewCount = NewCount; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerKatanaComponent.ShowScabbardKatana // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InShow (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerKatanaComponent::ShowScabbardKatana(bool InShow) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerKatanaComponent", "ShowScabbardKatana"); Params::NocePlayerKatanaComponent_ShowScabbardKatana Parms{}; Parms.InShow = InShow; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceKuzunohaIconWidget.ResetAnimations // (Final, Native, Public, BlueprintCallable) void UNoceKuzunohaIconWidget::ResetAnimations() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceKuzunohaIconWidget", "ResetAnimations"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLetterPointGroupWidget.UpdateIsNew // (Final, Native, Public, BlueprintCallable) // Parameters: // const TArray& IsNew (Parm, ZeroConstructor, NativeAccessSpecifierPublic) void UNoceLetterPointGroupWidget::UpdateIsNew(const TArray& IsNew) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLetterPointGroupWidget", "UpdateIsNew"); Params::NoceLetterPointGroupWidget_UpdateIsNew Parms{}; Parms.IsNew = std::move(IsNew); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLetterPointWidget.SetIsNew // (Final, Native, Public, BlueprintCallable) // Parameters: // bool IsNew (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceLetterPointWidget::SetIsNew(bool IsNew) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLetterPointWidget", "SetIsNew"); Params::NoceLetterPointWidget_SetIsNew Parms{}; Parms.IsNew = IsNew; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLetterTabWidget.Init // (Final, Native, Public, BlueprintCallable) void UNoceLetterTabWidget::Init() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLetterTabWidget", "Init"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLetterTabWidget.SetLetters // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 CurrentIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 TotalNum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const TArray& IsNews (Parm, ZeroConstructor, NativeAccessSpecifierPublic) void UNoceLetterTabWidget::SetLetters(int32 CurrentIndex, int32 TotalNum, const TArray& IsNews) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLetterTabWidget", "SetLetters"); Params::NoceLetterTabWidget_SetLetters Parms{}; Parms.CurrentIndex = CurrentIndex; Parms.TotalNum = TotalNum; Parms.IsNews = std::move(IsNews); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLevelFunctionLibrary.AddFSMClassReferenceByName // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class AActor* InActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FString& InClassName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class USMInstance* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class USMInstance* UNoceLevelFunctionLibrary::AddFSMClassReferenceByName(class AActor* InActor, const class FString& InClassName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "AddFSMClassReferenceByName"); Params::NoceLevelFunctionLibrary_AddFSMClassReferenceByName Parms{}; Parms.InActor = InActor; Parms.InClassName = std::move(InClassName); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLevelFunctionLibrary.ApplyDarknessDataToMaterial // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FNoceDarknessSetting& InData (Parm, NativeAccessSpecifierPublic) // class UMaterialParameterCollection* TargetComp (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceLevelFunctionLibrary::ApplyDarknessDataToMaterial(class UObject* WorldContextObject, const struct FNoceDarknessSetting& InData, class UMaterialParameterCollection* TargetComp) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "ApplyDarknessDataToMaterial"); Params::NoceLevelFunctionLibrary_ApplyDarknessDataToMaterial Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.InData = std::move(InData); Parms.TargetComp = TargetComp; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLevelFunctionLibrary.ApplyDirectionalLightData // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // const struct FNoceDirectionalLightSetting&InData (Parm, NativeAccessSpecifierPublic) // class UDirectionalLightComponent* TargetComp (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceLevelFunctionLibrary::ApplyDirectionalLightData(const struct FNoceDirectionalLightSetting& InData, class UDirectionalLightComponent* TargetComp) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "ApplyDirectionalLightData"); Params::NoceLevelFunctionLibrary_ApplyDirectionalLightData Parms{}; Parms.InData = std::move(InData); Parms.TargetComp = TargetComp; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLevelFunctionLibrary.ApplyExpFogDataToComponent // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // const struct FNoceExpFogSetting& InData (Parm, NativeAccessSpecifierPublic) // class UExponentialHeightFogComponent* TargetComp (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceLevelFunctionLibrary::ApplyExpFogDataToComponent(const struct FNoceExpFogSetting& InData, class UExponentialHeightFogComponent* TargetComp) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "ApplyExpFogDataToComponent"); Params::NoceLevelFunctionLibrary_ApplyExpFogDataToComponent Parms{}; Parms.InData = std::move(InData); Parms.TargetComp = TargetComp; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLevelFunctionLibrary.ApplyFogNiagaraParameterCollection // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // const struct FNoceFogNiagaraSetting& InData (Parm, NativeAccessSpecifierPublic) // class UNiagaraParameterCollectionInstance*InNPCEnvFog (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UNiagaraParameterCollectionInstance*InAllAreaFog (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UNiagaraParameterCollectionInstance*InHellSmoke (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceLevelFunctionLibrary::ApplyFogNiagaraParameterCollection(const struct FNoceFogNiagaraSetting& InData, class UNiagaraParameterCollectionInstance* InNPCEnvFog, class UNiagaraParameterCollectionInstance* InAllAreaFog, class UNiagaraParameterCollectionInstance* InHellSmoke) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "ApplyFogNiagaraParameterCollection"); Params::NoceLevelFunctionLibrary_ApplyFogNiagaraParameterCollection Parms{}; Parms.InData = std::move(InData); Parms.InNPCEnvFog = InNPCEnvFog; Parms.InAllAreaFog = InAllAreaFog; Parms.InHellSmoke = InHellSmoke; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLevelFunctionLibrary.ApplyHellSmokeMPC // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // const struct FNoceFogNiagaraSetting& InData (Parm, NativeAccessSpecifierPublic) // class UMaterialParameterCollectionInstance*InMPC (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceLevelFunctionLibrary::ApplyHellSmokeMPC(const struct FNoceFogNiagaraSetting& InData, class UMaterialParameterCollectionInstance* InMPC) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "ApplyHellSmokeMPC"); Params::NoceLevelFunctionLibrary_ApplyHellSmokeMPC Parms{}; Parms.InData = std::move(InData); Parms.InMPC = InMPC; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLevelFunctionLibrary.ApplyLerpDarknessDataToMaterial // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UMaterialParameterCollection* TargetComp (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FNoceDarknessSetting& SourceData (Parm, NativeAccessSpecifierPublic) // const struct FNoceDarknessSetting& TargetData (Parm, NativeAccessSpecifierPublic) // float Alpha (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceLevelFunctionLibrary::ApplyLerpDarknessDataToMaterial(class UObject* WorldContextObject, class UMaterialParameterCollection* TargetComp, const struct FNoceDarknessSetting& SourceData, const struct FNoceDarknessSetting& TargetData, float Alpha) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "ApplyLerpDarknessDataToMaterial"); Params::NoceLevelFunctionLibrary_ApplyLerpDarknessDataToMaterial Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.TargetComp = TargetComp; Parms.SourceData = std::move(SourceData); Parms.TargetData = std::move(TargetData); Parms.Alpha = Alpha; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLevelFunctionLibrary.ApplyLerpDirectionalLightData // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UDirectionalLightComponent* TargetComp (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FNoceDirectionalLightSetting&SourceData (Parm, NativeAccessSpecifierPublic) // const struct FNoceDirectionalLightSetting&TargetData (Parm, NativeAccessSpecifierPublic) // float Alpha (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceLevelFunctionLibrary::ApplyLerpDirectionalLightData(class UDirectionalLightComponent* TargetComp, const struct FNoceDirectionalLightSetting& SourceData, const struct FNoceDirectionalLightSetting& TargetData, float Alpha) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "ApplyLerpDirectionalLightData"); Params::NoceLevelFunctionLibrary_ApplyLerpDirectionalLightData Parms{}; Parms.TargetComp = TargetComp; Parms.SourceData = std::move(SourceData); Parms.TargetData = std::move(TargetData); Parms.Alpha = Alpha; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLevelFunctionLibrary.ApplyLerpExpFogDataToComponent // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UExponentialHeightFogComponent* TargetComp (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FNoceExpFogSetting& SourceData (Parm, NativeAccessSpecifierPublic) // const struct FNoceExpFogSetting& TargetData (Parm, NativeAccessSpecifierPublic) // float Alpha (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceLevelFunctionLibrary::ApplyLerpExpFogDataToComponent(class UExponentialHeightFogComponent* TargetComp, const struct FNoceExpFogSetting& SourceData, const struct FNoceExpFogSetting& TargetData, float Alpha) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "ApplyLerpExpFogDataToComponent"); Params::NoceLevelFunctionLibrary_ApplyLerpExpFogDataToComponent Parms{}; Parms.TargetComp = TargetComp; Parms.SourceData = std::move(SourceData); Parms.TargetData = std::move(TargetData); Parms.Alpha = Alpha; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLevelFunctionLibrary.ApplyLerpNiagaraData // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UNiagaraComponent* TargetNC (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FNoceLanternNiagaraSetting&SourceData (Parm, NativeAccessSpecifierPublic) // const struct FNoceLanternNiagaraSetting&TargetData (Parm, NativeAccessSpecifierPublic) // float Alpha (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceLevelFunctionLibrary::ApplyLerpNiagaraData(class UNiagaraComponent* TargetNC, const struct FNoceLanternNiagaraSetting& SourceData, const struct FNoceLanternNiagaraSetting& TargetData, float Alpha) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "ApplyLerpNiagaraData"); Params::NoceLevelFunctionLibrary_ApplyLerpNiagaraData Parms{}; Parms.TargetNC = TargetNC; Parms.SourceData = std::move(SourceData); Parms.TargetData = std::move(TargetData); Parms.Alpha = Alpha; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLevelFunctionLibrary.ApplyLerpPointLightData // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UPointLightComponent* TargetComp (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FNoceSpotLightSetting& SourceData (Parm, NativeAccessSpecifierPublic) // const struct FNoceSpotLightSetting& TargetData (Parm, NativeAccessSpecifierPublic) // float Alpha (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceLevelFunctionLibrary::ApplyLerpPointLightData(class UPointLightComponent* TargetComp, const struct FNoceSpotLightSetting& SourceData, const struct FNoceSpotLightSetting& TargetData, float Alpha) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "ApplyLerpPointLightData"); Params::NoceLevelFunctionLibrary_ApplyLerpPointLightData Parms{}; Parms.TargetComp = TargetComp; Parms.SourceData = std::move(SourceData); Parms.TargetData = std::move(TargetData); Parms.Alpha = Alpha; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLevelFunctionLibrary.ApplyLerpSkyAtmosphereLightData // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class USkyAtmosphereComponent* TargetComp (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FNoceSkyAtmosphereSetting& SourceData (Parm, NativeAccessSpecifierPublic) // const struct FNoceSkyAtmosphereSetting& TargetData (Parm, NativeAccessSpecifierPublic) // float Alpha (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceLevelFunctionLibrary::ApplyLerpSkyAtmosphereLightData(class USkyAtmosphereComponent* TargetComp, const struct FNoceSkyAtmosphereSetting& SourceData, const struct FNoceSkyAtmosphereSetting& TargetData, float Alpha) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "ApplyLerpSkyAtmosphereLightData"); Params::NoceLevelFunctionLibrary_ApplyLerpSkyAtmosphereLightData Parms{}; Parms.TargetComp = TargetComp; Parms.SourceData = std::move(SourceData); Parms.TargetData = std::move(TargetData); Parms.Alpha = Alpha; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLevelFunctionLibrary.ApplyLerpSkyDomeLightData // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UMaterialInstanceDynamic* TargetMI (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FNoceSkyDomeSetting& SourceData (Parm, NativeAccessSpecifierPublic) // const struct FNoceSkyDomeSetting& TargetData (Parm, NativeAccessSpecifierPublic) // float Alpha (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceLevelFunctionLibrary::ApplyLerpSkyDomeLightData(class UMaterialInstanceDynamic* TargetMI, const struct FNoceSkyDomeSetting& SourceData, const struct FNoceSkyDomeSetting& TargetData, float Alpha) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "ApplyLerpSkyDomeLightData"); Params::NoceLevelFunctionLibrary_ApplyLerpSkyDomeLightData Parms{}; Parms.TargetMI = TargetMI; Parms.SourceData = std::move(SourceData); Parms.TargetData = std::move(TargetData); Parms.Alpha = Alpha; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLevelFunctionLibrary.ApplyLerpSkyLightData // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class USkyLightComponent* TargetComp (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FNoceSkyLightSetting& SourceData (Parm, NativeAccessSpecifierPublic) // const struct FNoceSkyLightSetting& TargetData (Parm, NativeAccessSpecifierPublic) // float Alpha (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceLevelFunctionLibrary::ApplyLerpSkyLightData(class USkyLightComponent* TargetComp, const struct FNoceSkyLightSetting& SourceData, const struct FNoceSkyLightSetting& TargetData, float Alpha) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "ApplyLerpSkyLightData"); Params::NoceLevelFunctionLibrary_ApplyLerpSkyLightData Parms{}; Parms.TargetComp = TargetComp; Parms.SourceData = std::move(SourceData); Parms.TargetData = std::move(TargetData); Parms.Alpha = Alpha; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLevelFunctionLibrary.ApplyLerpSpotLightData // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class USpotLightComponent* TargetComp (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FNoceSpotLightSetting& SourceData (Parm, NativeAccessSpecifierPublic) // const struct FNoceSpotLightSetting& TargetData (Parm, NativeAccessSpecifierPublic) // float Alpha (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceLevelFunctionLibrary::ApplyLerpSpotLightData(class USpotLightComponent* TargetComp, const struct FNoceSpotLightSetting& SourceData, const struct FNoceSpotLightSetting& TargetData, float Alpha) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "ApplyLerpSpotLightData"); Params::NoceLevelFunctionLibrary_ApplyLerpSpotLightData Parms{}; Parms.TargetComp = TargetComp; Parms.SourceData = std::move(SourceData); Parms.TargetData = std::move(TargetData); Parms.Alpha = Alpha; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLevelFunctionLibrary.ApplyLerpVolumetricFogDataToMaterial // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UMaterialInstanceDynamic* TargetComp (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FNoceVolumetricFogSetting& SourceData (Parm, NativeAccessSpecifierPublic) // const struct FNoceVolumetricFogSetting& TargetData (Parm, NativeAccessSpecifierPublic) // float Alpha (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool IsFogTown (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceLevelFunctionLibrary::ApplyLerpVolumetricFogDataToMaterial(class UMaterialInstanceDynamic* TargetComp, const struct FNoceVolumetricFogSetting& SourceData, const struct FNoceVolumetricFogSetting& TargetData, float Alpha, bool IsFogTown) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "ApplyLerpVolumetricFogDataToMaterial"); Params::NoceLevelFunctionLibrary_ApplyLerpVolumetricFogDataToMaterial Parms{}; Parms.TargetComp = TargetComp; Parms.SourceData = std::move(SourceData); Parms.TargetData = std::move(TargetData); Parms.Alpha = Alpha; Parms.IsFogTown = IsFogTown; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLevelFunctionLibrary.ApplyNiagaraData // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // const struct FNoceLanternNiagaraSetting&InData (Parm, NativeAccessSpecifierPublic) // class UNiagaraComponent* TargetNC (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceLevelFunctionLibrary::ApplyNiagaraData(const struct FNoceLanternNiagaraSetting& InData, class UNiagaraComponent* TargetNC) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "ApplyNiagaraData"); Params::NoceLevelFunctionLibrary_ApplyNiagaraData Parms{}; Parms.InData = std::move(InData); Parms.TargetNC = TargetNC; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLevelFunctionLibrary.ApplyPointLightData // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // const struct FNoceSpotLightSetting& InData (Parm, NativeAccessSpecifierPublic) // class UPointLightComponent* TargetComp (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceLevelFunctionLibrary::ApplyPointLightData(const struct FNoceSpotLightSetting& InData, class UPointLightComponent* TargetComp) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "ApplyPointLightData"); Params::NoceLevelFunctionLibrary_ApplyPointLightData Parms{}; Parms.InData = std::move(InData); Parms.TargetComp = TargetComp; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLevelFunctionLibrary.ApplySkyAtmosphereData // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // const struct FNoceSkyAtmosphereSetting& InData (Parm, NativeAccessSpecifierPublic) // class USkyAtmosphereComponent* TargetComp (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceLevelFunctionLibrary::ApplySkyAtmosphereData(const struct FNoceSkyAtmosphereSetting& InData, class USkyAtmosphereComponent* TargetComp) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "ApplySkyAtmosphereData"); Params::NoceLevelFunctionLibrary_ApplySkyAtmosphereData Parms{}; Parms.InData = std::move(InData); Parms.TargetComp = TargetComp; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLevelFunctionLibrary.ApplySkyDomeData // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // const struct FNoceSkyDomeSetting& InData (Parm, NativeAccessSpecifierPublic) // class UMaterialInstanceDynamic* TargetMI (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceLevelFunctionLibrary::ApplySkyDomeData(const struct FNoceSkyDomeSetting& InData, class UMaterialInstanceDynamic* TargetMI) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "ApplySkyDomeData"); Params::NoceLevelFunctionLibrary_ApplySkyDomeData Parms{}; Parms.InData = std::move(InData); Parms.TargetMI = TargetMI; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLevelFunctionLibrary.ApplySkyLightData // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // const struct FNoceSkyLightSetting& InData (Parm, NativeAccessSpecifierPublic) // class USkyLightComponent* TargetComp (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ForceRecaptureSky (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceLevelFunctionLibrary::ApplySkyLightData(const struct FNoceSkyLightSetting& InData, class USkyLightComponent* TargetComp, bool ForceRecaptureSky) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "ApplySkyLightData"); Params::NoceLevelFunctionLibrary_ApplySkyLightData Parms{}; Parms.InData = std::move(InData); Parms.TargetComp = TargetComp; Parms.ForceRecaptureSky = ForceRecaptureSky; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLevelFunctionLibrary.ApplySpotLightData // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // const struct FNoceSpotLightSetting& InData (Parm, NativeAccessSpecifierPublic) // class USpotLightComponent* TargetComp (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceLevelFunctionLibrary::ApplySpotLightData(const struct FNoceSpotLightSetting& InData, class USpotLightComponent* TargetComp) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "ApplySpotLightData"); Params::NoceLevelFunctionLibrary_ApplySpotLightData Parms{}; Parms.InData = std::move(InData); Parms.TargetComp = TargetComp; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLevelFunctionLibrary.ApplyVolumetricFogDataToMaterial // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // const struct FNoceVolumetricFogSetting& InData (Parm, NativeAccessSpecifierPublic) // class UMaterialInstanceDynamic* TargetComp (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool IsFogTown (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceLevelFunctionLibrary::ApplyVolumetricFogDataToMaterial(const struct FNoceVolumetricFogSetting& InData, class UMaterialInstanceDynamic* TargetComp, bool IsFogTown) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "ApplyVolumetricFogDataToMaterial"); Params::NoceLevelFunctionLibrary_ApplyVolumetricFogDataToMaterial Parms{}; Parms.InData = std::move(InData); Parms.TargetComp = TargetComp; Parms.IsFogTown = IsFogTown; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLevelFunctionLibrary.ApplyVolumetricFogDataToMPC // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FNoceVolumetricFogSetting& InData (Parm, NativeAccessSpecifierPublic) // class UMaterialParameterCollection* TargetMPC (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceLevelFunctionLibrary::ApplyVolumetricFogDataToMPC(class UObject* WorldContextObject, const struct FNoceVolumetricFogSetting& InData, class UMaterialParameterCollection* TargetMPC) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "ApplyVolumetricFogDataToMPC"); Params::NoceLevelFunctionLibrary_ApplyVolumetricFogDataToMPC Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.InData = std::move(InData); Parms.TargetMPC = TargetMPC; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLevelFunctionLibrary.ApplyWindData // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // const struct FNoceWindSetting& InData (Parm, NativeAccessSpecifierPublic) // class UNeoWindComponent* TargetWindComp (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ResetCurves (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ForceInstantSwitch (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceLevelFunctionLibrary::ApplyWindData(const struct FNoceWindSetting& InData, class UNeoWindComponent* TargetWindComp, bool ResetCurves, bool ForceInstantSwitch) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "ApplyWindData"); Params::NoceLevelFunctionLibrary_ApplyWindData Parms{}; Parms.InData = std::move(InData); Parms.TargetWindComp = TargetWindComp; Parms.ResetCurves = ResetCurves; Parms.ForceInstantSwitch = ForceInstantSwitch; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLevelFunctionLibrary.CanSkipGimmick // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceLevelFunctionLibrary::CanSkipGimmick() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "CanSkipGimmick"); Params::NoceLevelFunctionLibrary_CanSkipGimmick Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLevelFunctionLibrary.GetCombatTestMapPath // (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure) // Parameters: // struct FSoftObjectPath ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) struct FSoftObjectPath UNoceLevelFunctionLibrary::GetCombatTestMapPath() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "GetCombatTestMapPath"); Params::NoceLevelFunctionLibrary_GetCombatTestMapPath Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLevelFunctionLibrary.GetDarknessData // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FNoceDarknessSetting ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FNoceDarknessSetting UNoceLevelFunctionLibrary::GetDarknessData(class FName InName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "GetDarknessData"); Params::NoceLevelFunctionLibrary_GetDarknessData Parms{}; Parms.InName = InName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLevelFunctionLibrary.GetDirLightData // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FNoceDirectionalLightSetting ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FNoceDirectionalLightSetting UNoceLevelFunctionLibrary::GetDirLightData(class FName InName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "GetDirLightData"); Params::NoceLevelFunctionLibrary_GetDirLightData Parms{}; Parms.InName = InName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLevelFunctionLibrary.GetDirLightDataFromComponent // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UDirectionalLightComponent* InComp (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FNoceDirectionalLightSetting ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FNoceDirectionalLightSetting UNoceLevelFunctionLibrary::GetDirLightDataFromComponent(class UDirectionalLightComponent* InComp) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "GetDirLightDataFromComponent"); Params::NoceLevelFunctionLibrary_GetDirLightDataFromComponent Parms{}; Parms.InComp = InComp; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLevelFunctionLibrary.GetExpFogDataFromComponent // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UExponentialHeightFogComponent* InComp (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FNoceExpFogSetting ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FNoceExpFogSetting UNoceLevelFunctionLibrary::GetExpFogDataFromComponent(class UExponentialHeightFogComponent* InComp) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "GetExpFogDataFromComponent"); Params::NoceLevelFunctionLibrary_GetExpFogDataFromComponent Parms{}; Parms.InComp = InComp; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLevelFunctionLibrary.GetFogNiagaraData // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FNoceFogNiagaraSetting ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FNoceFogNiagaraSetting UNoceLevelFunctionLibrary::GetFogNiagaraData(class FName InName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "GetFogNiagaraData"); Params::NoceLevelFunctionLibrary_GetFogNiagaraData Parms{}; Parms.InName = InName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLevelFunctionLibrary.GetFogNiagaraDataFromNPC // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UNiagaraParameterCollectionInstance*InNPCEnvFog (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UNiagaraParameterCollectionInstance*InAllAreaFog (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UNiagaraParameterCollectionInstance*InHellSmoke (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FNoceFogNiagaraSetting ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FNoceFogNiagaraSetting UNoceLevelFunctionLibrary::GetFogNiagaraDataFromNPC(class UNiagaraParameterCollectionInstance* InNPCEnvFog, class UNiagaraParameterCollectionInstance* InAllAreaFog, class UNiagaraParameterCollectionInstance* InHellSmoke) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "GetFogNiagaraDataFromNPC"); Params::NoceLevelFunctionLibrary_GetFogNiagaraDataFromNPC Parms{}; Parms.InNPCEnvFog = InNPCEnvFog; Parms.InAllAreaFog = InAllAreaFog; Parms.InHellSmoke = InHellSmoke; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLevelFunctionLibrary.GetGameMapPath // (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure) // Parameters: // struct FSoftObjectPath ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) struct FSoftObjectPath UNoceLevelFunctionLibrary::GetGameMapPath() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "GetGameMapPath"); Params::NoceLevelFunctionLibrary_GetGameMapPath Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLevelFunctionLibrary.GetHeightFogData // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FNoceExpFogSetting ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FNoceExpFogSetting UNoceLevelFunctionLibrary::GetHeightFogData(class FName InName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "GetHeightFogData"); Params::NoceLevelFunctionLibrary_GetHeightFogData Parms{}; Parms.InName = InName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLevelFunctionLibrary.GetLanternNiagaraData // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FNoceLanternNiagaraSetting ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FNoceLanternNiagaraSetting UNoceLevelFunctionLibrary::GetLanternNiagaraData(class FName InName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "GetLanternNiagaraData"); Params::NoceLevelFunctionLibrary_GetLanternNiagaraData Parms{}; Parms.InName = InName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLevelFunctionLibrary.GetLumenTranlucencyData // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FNoceLumenTranslucencySetting ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FNoceLumenTranslucencySetting UNoceLevelFunctionLibrary::GetLumenTranlucencyData(class FName InName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "GetLumenTranlucencyData"); Params::NoceLevelFunctionLibrary_GetLumenTranlucencyData Parms{}; Parms.InName = InName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLevelFunctionLibrary.GetNiagaraPCInstance // (Final, Native, Static, Public, HasDefaults, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FSoftObjectPath& InNPCPath (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UNiagaraParameterCollectionInstance*ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UNiagaraParameterCollectionInstance* UNoceLevelFunctionLibrary::GetNiagaraPCInstance(class UObject* WorldContextObject, const struct FSoftObjectPath& InNPCPath) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "GetNiagaraPCInstance"); Params::NoceLevelFunctionLibrary_GetNiagaraPCInstance Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.InNPCPath = std::move(InNPCPath); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLevelFunctionLibrary.GetNiagaraSettingFromComponent // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UNiagaraComponent* InNC (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FNoceLanternNiagaraSetting ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FNoceLanternNiagaraSetting UNoceLevelFunctionLibrary::GetNiagaraSettingFromComponent(class UNiagaraComponent* InNC) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "GetNiagaraSettingFromComponent"); Params::NoceLevelFunctionLibrary_GetNiagaraSettingFromComponent Parms{}; Parms.InNC = InNC; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLevelFunctionLibrary.GetSkyAtmosphereData // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FNoceSkyAtmosphereSetting ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FNoceSkyAtmosphereSetting UNoceLevelFunctionLibrary::GetSkyAtmosphereData(class FName InName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "GetSkyAtmosphereData"); Params::NoceLevelFunctionLibrary_GetSkyAtmosphereData Parms{}; Parms.InName = InName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLevelFunctionLibrary.GetSkyAtmosphereDataFromComponent // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class USkyAtmosphereComponent* InComp (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FNoceSkyAtmosphereSetting ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FNoceSkyAtmosphereSetting UNoceLevelFunctionLibrary::GetSkyAtmosphereDataFromComponent(class USkyAtmosphereComponent* InComp) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "GetSkyAtmosphereDataFromComponent"); Params::NoceLevelFunctionLibrary_GetSkyAtmosphereDataFromComponent Parms{}; Parms.InComp = InComp; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLevelFunctionLibrary.GetSkyDomeData // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FNoceSkyDomeSetting ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FNoceSkyDomeSetting UNoceLevelFunctionLibrary::GetSkyDomeData(class FName InName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "GetSkyDomeData"); Params::NoceLevelFunctionLibrary_GetSkyDomeData Parms{}; Parms.InName = InName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLevelFunctionLibrary.GetSkyLightData // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FNoceSkyLightSetting ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FNoceSkyLightSetting UNoceLevelFunctionLibrary::GetSkyLightData(class FName InName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "GetSkyLightData"); Params::NoceLevelFunctionLibrary_GetSkyLightData Parms{}; Parms.InName = InName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLevelFunctionLibrary.GetSkyLightDataFromComponent // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class USkyLightComponent* InComp (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FNoceSkyLightSetting ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FNoceSkyLightSetting UNoceLevelFunctionLibrary::GetSkyLightDataFromComponent(class USkyLightComponent* InComp) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "GetSkyLightDataFromComponent"); Params::NoceLevelFunctionLibrary_GetSkyLightDataFromComponent Parms{}; Parms.InComp = InComp; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLevelFunctionLibrary.GetSpotLightDataFromComponent // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class USpotLightComponent* InComp (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FNoceSpotLightSetting ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FNoceSpotLightSetting UNoceLevelFunctionLibrary::GetSpotLightDataFromComponent(class USpotLightComponent* InComp) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "GetSpotLightDataFromComponent"); Params::NoceLevelFunctionLibrary_GetSpotLightDataFromComponent Parms{}; Parms.InComp = InComp; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLevelFunctionLibrary.GetSSFSData // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FNoceSSFSSetting ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FNoceSSFSSetting UNoceLevelFunctionLibrary::GetSSFSData(class FName InName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "GetSSFSData"); Params::NoceLevelFunctionLibrary_GetSSFSData Parms{}; Parms.InName = InName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLevelFunctionLibrary.GetSweetLightData // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FNoceSpotLightSetting ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FNoceSpotLightSetting UNoceLevelFunctionLibrary::GetSweetLightData(class FName InName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "GetSweetLightData"); Params::NoceLevelFunctionLibrary_GetSweetLightData Parms{}; Parms.InName = InName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLevelFunctionLibrary.GetTitleMapPath // (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure) // Parameters: // struct FSoftObjectPath ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) struct FSoftObjectPath UNoceLevelFunctionLibrary::GetTitleMapPath() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "GetTitleMapPath"); Params::NoceLevelFunctionLibrary_GetTitleMapPath Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLevelFunctionLibrary.GetVolumetricFogData // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FNoceVolumetricFogSetting ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FNoceVolumetricFogSetting UNoceLevelFunctionLibrary::GetVolumetricFogData(class FName InName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "GetVolumetricFogData"); Params::NoceLevelFunctionLibrary_GetVolumetricFogData Parms{}; Parms.InName = InName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLevelFunctionLibrary.GetWindData // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FNoceWindSetting ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FNoceWindSetting UNoceLevelFunctionLibrary::GetWindData(class FName InName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "GetWindData"); Params::NoceLevelFunctionLibrary_GetWindData Parms{}; Parms.InName = InName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLevelFunctionLibrary.IsTargetLocationStreamingComplete // (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable) // Parameters: // const class AActor* InActor (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const TSet& InTargetGrids (ConstParm, Parm, NativeAccessSpecifierPublic) // const struct FVector& InLocation (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FRotator& InRotation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) // float InRadius (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceLevelFunctionLibrary::IsTargetLocationStreamingComplete(const class AActor* InActor, const TSet& InTargetGrids, const struct FVector& InLocation, const struct FRotator& InRotation, float InRadius) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "IsTargetLocationStreamingComplete"); Params::NoceLevelFunctionLibrary_IsTargetLocationStreamingComplete Parms{}; Parms.InActor = InActor; Parms.InTargetGrids = std::move(InTargetGrids); Parms.InLocation = std::move(InLocation); Parms.InRotation = std::move(InRotation); Parms.InRadius = InRadius; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLevelFunctionLibrary.LerpDarknessData // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // const struct FNoceDarknessSetting& SourceData (Parm, NativeAccessSpecifierPublic) // const struct FNoceDarknessSetting& TargetData (Parm, NativeAccessSpecifierPublic) // float Alpha (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FNoceDarknessSetting ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FNoceDarknessSetting UNoceLevelFunctionLibrary::LerpDarknessData(const struct FNoceDarknessSetting& SourceData, const struct FNoceDarknessSetting& TargetData, float Alpha) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "LerpDarknessData"); Params::NoceLevelFunctionLibrary_LerpDarknessData Parms{}; Parms.SourceData = std::move(SourceData); Parms.TargetData = std::move(TargetData); Parms.Alpha = Alpha; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLevelFunctionLibrary.LerpDirectionalLightData // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // const struct FNoceDirectionalLightSetting&SourceData (Parm, NativeAccessSpecifierPublic) // const struct FNoceDirectionalLightSetting&TargetData (Parm, NativeAccessSpecifierPublic) // float Alpha (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FNoceDirectionalLightSetting ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FNoceDirectionalLightSetting UNoceLevelFunctionLibrary::LerpDirectionalLightData(const struct FNoceDirectionalLightSetting& SourceData, const struct FNoceDirectionalLightSetting& TargetData, float Alpha) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "LerpDirectionalLightData"); Params::NoceLevelFunctionLibrary_LerpDirectionalLightData Parms{}; Parms.SourceData = std::move(SourceData); Parms.TargetData = std::move(TargetData); Parms.Alpha = Alpha; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLevelFunctionLibrary.LerpExpFogData // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // const struct FNoceExpFogSetting& SourceData (Parm, NativeAccessSpecifierPublic) // const struct FNoceExpFogSetting& TargetData (Parm, NativeAccessSpecifierPublic) // float Alpha (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FNoceExpFogSetting ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FNoceExpFogSetting UNoceLevelFunctionLibrary::LerpExpFogData(const struct FNoceExpFogSetting& SourceData, const struct FNoceExpFogSetting& TargetData, float Alpha) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "LerpExpFogData"); Params::NoceLevelFunctionLibrary_LerpExpFogData Parms{}; Parms.SourceData = std::move(SourceData); Parms.TargetData = std::move(TargetData); Parms.Alpha = Alpha; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLevelFunctionLibrary.LerpFogNiagaraData // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // const struct FNoceFogNiagaraSetting& SourceData (Parm, NativeAccessSpecifierPublic) // const struct FNoceFogNiagaraSetting& TargetData (Parm, NativeAccessSpecifierPublic) // float Alpha (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FNoceFogNiagaraSetting ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FNoceFogNiagaraSetting UNoceLevelFunctionLibrary::LerpFogNiagaraData(const struct FNoceFogNiagaraSetting& SourceData, const struct FNoceFogNiagaraSetting& TargetData, float Alpha) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "LerpFogNiagaraData"); Params::NoceLevelFunctionLibrary_LerpFogNiagaraData Parms{}; Parms.SourceData = std::move(SourceData); Parms.TargetData = std::move(TargetData); Parms.Alpha = Alpha; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLevelFunctionLibrary.LerpNiagaraData // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // const struct FNoceLanternNiagaraSetting&SourceData (Parm, NativeAccessSpecifierPublic) // const struct FNoceLanternNiagaraSetting&TargetData (Parm, NativeAccessSpecifierPublic) // float Alpha (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FNoceLanternNiagaraSetting ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FNoceLanternNiagaraSetting UNoceLevelFunctionLibrary::LerpNiagaraData(const struct FNoceLanternNiagaraSetting& SourceData, const struct FNoceLanternNiagaraSetting& TargetData, float Alpha) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "LerpNiagaraData"); Params::NoceLevelFunctionLibrary_LerpNiagaraData Parms{}; Parms.SourceData = std::move(SourceData); Parms.TargetData = std::move(TargetData); Parms.Alpha = Alpha; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLevelFunctionLibrary.LerpSkyAtmosphereData // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // const struct FNoceSkyAtmosphereSetting& SourceData (Parm, NativeAccessSpecifierPublic) // const struct FNoceSkyAtmosphereSetting& TargetData (Parm, NativeAccessSpecifierPublic) // float Alpha (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FNoceSkyAtmosphereSetting ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FNoceSkyAtmosphereSetting UNoceLevelFunctionLibrary::LerpSkyAtmosphereData(const struct FNoceSkyAtmosphereSetting& SourceData, const struct FNoceSkyAtmosphereSetting& TargetData, float Alpha) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "LerpSkyAtmosphereData"); Params::NoceLevelFunctionLibrary_LerpSkyAtmosphereData Parms{}; Parms.SourceData = std::move(SourceData); Parms.TargetData = std::move(TargetData); Parms.Alpha = Alpha; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLevelFunctionLibrary.LerpSkyDomeData // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // const struct FNoceSkyDomeSetting& SourceData (Parm, NativeAccessSpecifierPublic) // const struct FNoceSkyDomeSetting& TargetData (Parm, NativeAccessSpecifierPublic) // float Alpha (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FNoceSkyDomeSetting ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FNoceSkyDomeSetting UNoceLevelFunctionLibrary::LerpSkyDomeData(const struct FNoceSkyDomeSetting& SourceData, const struct FNoceSkyDomeSetting& TargetData, float Alpha) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "LerpSkyDomeData"); Params::NoceLevelFunctionLibrary_LerpSkyDomeData Parms{}; Parms.SourceData = std::move(SourceData); Parms.TargetData = std::move(TargetData); Parms.Alpha = Alpha; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLevelFunctionLibrary.LerpSkyLightData // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // const struct FNoceSkyLightSetting& SourceData (Parm, NativeAccessSpecifierPublic) // const struct FNoceSkyLightSetting& TargetData (Parm, NativeAccessSpecifierPublic) // float Alpha (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FNoceSkyLightSetting ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FNoceSkyLightSetting UNoceLevelFunctionLibrary::LerpSkyLightData(const struct FNoceSkyLightSetting& SourceData, const struct FNoceSkyLightSetting& TargetData, float Alpha) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "LerpSkyLightData"); Params::NoceLevelFunctionLibrary_LerpSkyLightData Parms{}; Parms.SourceData = std::move(SourceData); Parms.TargetData = std::move(TargetData); Parms.Alpha = Alpha; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLevelFunctionLibrary.LerpSpotLightData // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // const struct FNoceSpotLightSetting& SourceData (Parm, NativeAccessSpecifierPublic) // const struct FNoceSpotLightSetting& TargetData (Parm, NativeAccessSpecifierPublic) // float Alpha (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FNoceSpotLightSetting ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FNoceSpotLightSetting UNoceLevelFunctionLibrary::LerpSpotLightData(const struct FNoceSpotLightSetting& SourceData, const struct FNoceSpotLightSetting& TargetData, float Alpha) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "LerpSpotLightData"); Params::NoceLevelFunctionLibrary_LerpSpotLightData Parms{}; Parms.SourceData = std::move(SourceData); Parms.TargetData = std::move(TargetData); Parms.Alpha = Alpha; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLevelFunctionLibrary.LerpVolumetricFogData // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // const struct FNoceVolumetricFogSetting& SourceData (Parm, NativeAccessSpecifierPublic) // const struct FNoceVolumetricFogSetting& TargetData (Parm, NativeAccessSpecifierPublic) // float Alpha (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FNoceVolumetricFogSetting ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FNoceVolumetricFogSetting UNoceLevelFunctionLibrary::LerpVolumetricFogData(const struct FNoceVolumetricFogSetting& SourceData, const struct FNoceVolumetricFogSetting& TargetData, float Alpha) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "LerpVolumetricFogData"); Params::NoceLevelFunctionLibrary_LerpVolumetricFogData Parms{}; Parms.SourceData = std::move(SourceData); Parms.TargetData = std::move(TargetData); Parms.Alpha = Alpha; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLevelSequenceActor.Play // (Final, Native, Public, BlueprintCallable) void ANoceLevelSequenceActor::Play() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLevelSequenceActor", "Play"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerShowHideComponent.GetIsOverlapingPlayerMesh // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePlayerShowHideComponent::GetIsOverlapingPlayerMesh() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerShowHideComponent", "GetIsOverlapingPlayerMesh"); Params::NocePlayerShowHideComponent_GetIsOverlapingPlayerMesh Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerShowHideComponent.SetForceUpateIsOverlapingPlayerMesh // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerShowHideComponent::SetForceUpateIsOverlapingPlayerMesh(bool InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerShowHideComponent", "SetForceUpateIsOverlapingPlayerMesh"); Params::NocePlayerShowHideComponent_SetForceUpateIsOverlapingPlayerMesh Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerShowHideComponent.UpdateTickCallBack // (Final, Native, Public) void UNocePlayerShowHideComponent::UpdateTickCallBack() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerShowHideComponent", "UpdateTickCallBack"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLightFadeComponent.FixLightFadeDistance // (Final, Native, Public, BlueprintCallable) // Parameters: // bool IsFixed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float Distance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceLightFadeComponent::FixLightFadeDistance(bool IsFixed, float Distance) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLightFadeComponent", "FixLightFadeDistance"); Params::NoceLightFadeComponent_FixLightFadeDistance Parms{}; Parms.IsFixed = IsFixed; Parms.Distance = Distance; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLightFadeInterface.GetAttenuationRadius // (Native, Event, Public, BlueprintEvent) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float INoceLightFadeInterface::GetAttenuationRadius() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("NoceLightFadeInterface", "GetAttenuationRadius"); Params::NoceLightFadeInterface_GetAttenuationRadius Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLightFadeInterface.GetEmissiveIntensity // (Native, Event, Public, BlueprintEvent) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float INoceLightFadeInterface::GetEmissiveIntensity() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("NoceLightFadeInterface", "GetEmissiveIntensity"); Params::NoceLightFadeInterface_GetEmissiveIntensity Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLightFadeInterface.GetIntensity // (Native, Event, Public, BlueprintEvent) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float INoceLightFadeInterface::GetIntensity() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("NoceLightFadeInterface", "GetIntensity"); Params::NoceLightFadeInterface_GetIntensity Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLightFadeInterface.GetMaterialInstance // (Native, Event, Public, BlueprintEvent) // Parameters: // class UMaterialInstanceDynamic* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UMaterialInstanceDynamic* INoceLightFadeInterface::GetMaterialInstance() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("NoceLightFadeInterface", "GetMaterialInstance"); Params::NoceLightFadeInterface_GetMaterialInstance Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLightFadeInterface.NeedManualInitialize // (Native, Event, Public, BlueprintEvent) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool INoceLightFadeInterface::NeedManualInitialize() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("NoceLightFadeInterface", "NeedManualInitialize"); Params::NoceLightFadeInterface_NeedManualInitialize Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLightProps.InitRigidBodyWire // (Final, Native, Protected, BlueprintCallable) void ANoceLightProps::InitRigidBodyWire() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLightProps", "InitRigidBodyWire"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLightProps.SetLightMaxDistanceFadeRange // (Final, Native, Public, BlueprintCallable) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceLightProps::SetLightMaxDistanceFadeRange(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLightProps", "SetLightMaxDistanceFadeRange"); Params::NoceLightProps_SetLightMaxDistanceFadeRange Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLightProps.SetLightMaxDrawDistance // (Final, Native, Public, BlueprintCallable) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceLightProps::SetLightMaxDrawDistance(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLightProps", "SetLightMaxDrawDistance"); Params::NoceLightProps_SetLightMaxDrawDistance Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLightProps.SetReplaceLightFunctionMaterial // (Final, Native, Public, BlueprintCallable) // Parameters: // class UMaterialInterface* InValue (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceLightProps::SetReplaceLightFunctionMaterial(class UMaterialInterface* InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLightProps", "SetReplaceLightFunctionMaterial"); Params::NoceLightProps_SetReplaceLightFunctionMaterial Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLightProps.UpdateSavablePropertiesBPWhenCreateRecord // (Event, Protected, BlueprintEvent) void ANoceLightProps::UpdateSavablePropertiesBPWhenCreateRecord() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLightProps", "UpdateSavablePropertiesBPWhenCreateRecord"); UObject::ProcessEvent(Func, nullptr); } // Function GameNoce.NoceLightProps.GetLightComp // (Event, Protected, BlueprintEvent, Const) // Parameters: // class ULightComponent* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class ULightComponent* ANoceLightProps::GetLightComp() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLightProps", "GetLightComp"); Params::NoceLightProps_GetLightComp Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function GameNoce.NoceLightProps.GetLightMaxDistanceFadeRange // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ANoceLightProps::GetLightMaxDistanceFadeRange() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLightProps", "GetLightMaxDistanceFadeRange"); Params::NoceLightProps_GetLightMaxDistanceFadeRange Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLightProps.GetLightMaxDrawDistance // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ANoceLightProps::GetLightMaxDrawDistance() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLightProps", "GetLightMaxDrawDistance"); Params::NoceLightProps_GetLightMaxDrawDistance Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLightProps.GetReplaceLightFunctionMaterial // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UMaterialInterface* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UMaterialInterface* ANoceLightProps::GetReplaceLightFunctionMaterial() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLightProps", "GetReplaceLightFunctionMaterial"); Params::NoceLightProps_GetReplaceLightFunctionMaterial Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLightProps.IsLoadLoadRecordData // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceLightProps::IsLoadLoadRecordData() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLightProps", "IsLoadLoadRecordData"); Params::NoceLightProps_IsLoadLoadRecordData Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceListView.BP_GetEntryWidgetFromItem // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // const class UObject* Item (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UUserWidget* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UUserWidget* UNoceListView::BP_GetEntryWidgetFromItem(const class UObject* Item) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceListView", "BP_GetEntryWidgetFromItem"); Params::NoceListView_BP_GetEntryWidgetFromItem Parms{}; Parms.Item = Item; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceListView.BP_ItemFromEntryWidget // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // class UUserWidget* EntryWidget (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UObject* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UObject* UNoceListView::BP_ItemFromEntryWidget(class UUserWidget* EntryWidget) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceListView", "BP_ItemFromEntryWidget"); Params::NoceListView_BP_ItemFromEntryWidget Parms{}; Parms.EntryWidget = EntryWidget; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceListView.BP_UpdateScrollbarVisibility // (Final, Native, Public, BlueprintCallable) void UNoceListView::BP_UpdateScrollbarVisibility() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceListView", "BP_UpdateScrollbarVisibility"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceListView.DisableInputs // (Final, Native, Public, BlueprintCallable) void UNoceListView::DisableInputs() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceListView", "DisableInputs"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceListView.EnableInputs // (Final, Native, Public, BlueprintCallable) void UNoceListView::EnableInputs() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceListView", "EnableInputs"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceListView.GetSelectingIndex // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UNoceListView::GetSelectingIndex() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceListView", "GetSelectingIndex"); Params::NoceListView_GetSelectingIndex Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceListView.IsUserScrolling // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceListView::IsUserScrolling() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceListView", "IsUserScrolling"); Params::NoceListView_IsUserScrolling Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceListView.PlaySound // (Final, Native, Public, BlueprintCallable) // Parameters: // const struct FNeoAudioTriggerIdHandle& TriggerId (Parm, NoDestructor, NativeAccessSpecifierPublic) void UNoceListView::PlaySound(const struct FNeoAudioTriggerIdHandle& TriggerId) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceListView", "PlaySound"); Params::NoceListView_PlaySound Parms{}; Parms.TriggerId = std::move(TriggerId); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceListView.ScrollToTopWithoutAnimation // (Final, Native, Public, BlueprintCallable) void UNoceListView::ScrollToTopWithoutAnimation() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceListView", "ScrollToTopWithoutAnimation"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceListView.SetSelectedIndexWithoutAnimation // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceListView::SetSelectedIndexWithoutAnimation(int32 Index_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceListView", "SetSelectedIndexWithoutAnimation"); Params::NoceListView_SetSelectedIndexWithoutAnimation Parms{}; Parms.Index_0 = Index_0; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceListView.SetSound // (Final, Native, Public, BlueprintCallable) // Parameters: // const struct FNeoAudioTriggerIdHandle& InSelectSound (Parm, NoDestructor, NativeAccessSpecifierPublic) // const struct FNeoAudioTriggerIdHandle& InMouseHoverSound (Parm, NoDestructor, NativeAccessSpecifierPublic) void UNoceListView::SetSound(const struct FNeoAudioTriggerIdHandle& InSelectSound, const struct FNeoAudioTriggerIdHandle& InMouseHoverSound) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceListView", "SetSound"); Params::NoceListView_SetSound Parms{}; Parms.InSelectSound = std::move(InSelectSound); Parms.InMouseHoverSound = std::move(InMouseHoverSound); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceListView.UpdateInput // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const struct FInputEvent& InputEvent (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // const struct FKey& Key (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceListView::UpdateInput(const struct FInputEvent& InputEvent, const struct FKey& Key) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceListView", "UpdateInput"); Params::NoceListView_UpdateInput Parms{}; Parms.InputEvent = std::move(InputEvent); Parms.Key = std::move(Key); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLocalGameUserSettings.CheckAllSettingValid // (Final, Native, Public, BlueprintCallable) void UNoceLocalGameUserSettings::CheckAllSettingValid() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLocalGameUserSettings", "CheckAllSettingValid"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLocalGameUserSettings.GetAASuperSamplingWithCheck // (Final, Native, Public) // Parameters: // bool UseViewport (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ENoceGraphicAASuperSamplingMode ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENoceGraphicAASuperSamplingMode UNoceLocalGameUserSettings::GetAASuperSamplingWithCheck(bool UseViewport) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLocalGameUserSettings", "GetAASuperSamplingWithCheck"); Params::NoceLocalGameUserSettings_GetAASuperSamplingWithCheck Parms{}; Parms.UseViewport = UseViewport; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLocalGameUserSettings.GetAvailableAASuperSamplingModes // (Final, Native, Public) // Parameters: // bool UseViewport (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNoceLocalGameUserSettings::GetAvailableAASuperSamplingModes(bool UseViewport) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLocalGameUserSettings", "GetAvailableAASuperSamplingModes"); Params::NoceLocalGameUserSettings_GetAvailableAASuperSamplingModes Parms{}; Parms.UseViewport = UseViewport; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLocalGameUserSettings.GetGamepadIconDeviceType // (Final, Native, Public) // Parameters: // ENoceInputDeviceType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENoceInputDeviceType UNoceLocalGameUserSettings::GetGamepadIconDeviceType() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLocalGameUserSettings", "GetGamepadIconDeviceType"); Params::NoceLocalGameUserSettings_GetGamepadIconDeviceType Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLocalGameUserSettings.GetIsInitialized // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceLocalGameUserSettings::GetIsInitialized() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLocalGameUserSettings", "GetIsInitialized"); Params::NoceLocalGameUserSettings_GetIsInitialized Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLocalGameUserSettings.GetLastBenchmark // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // float* CPU (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float* GPU (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceLocalGameUserSettings::GetLastBenchmark(float* CPU, float* GPU) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLocalGameUserSettings", "GetLastBenchmark"); Params::NoceLocalGameUserSettings_GetLastBenchmark Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (CPU != nullptr) *CPU = Parms.CPU; if (GPU != nullptr) *GPU = Parms.GPU; } // Function GameNoce.NoceLocalGameUserSettings.GetLastPreset // (Final, Native, Public, BlueprintCallable) // Parameters: // ENoceGameSettingPreset ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENoceGameSettingPreset UNoceLocalGameUserSettings::GetLastPreset() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLocalGameUserSettings", "GetLastPreset"); Params::NoceLocalGameUserSettings_GetLastPreset Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLocalGameUserSettings.GetLastPreset2 // (Final, Native, Public, BlueprintCallable) // Parameters: // ENoceGameSettingPreset CurrentPreset (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ENoceGameSettingPreset ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENoceGameSettingPreset UNoceLocalGameUserSettings::GetLastPreset2(ENoceGameSettingPreset CurrentPreset) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLocalGameUserSettings", "GetLastPreset2"); Params::NoceLocalGameUserSettings_GetLastPreset2 Parms{}; Parms.CurrentPreset = CurrentPreset; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLocalGameUserSettings.IsHDRValidEnabled // (Final, Native, Public) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceLocalGameUserSettings::IsHDRValidEnabled() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLocalGameUserSettings", "IsHDRValidEnabled"); Params::NoceLocalGameUserSettings_IsHDRValidEnabled Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLocalGameUserSettings.LoadAudioOutputDeviceId // (Final, Native, Public, BlueprintCallable) void UNoceLocalGameUserSettings::LoadAudioOutputDeviceId() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLocalGameUserSettings", "LoadAudioOutputDeviceId"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLocalGameUserSettings.RunNoceBenchmark // (Final, Native, Public, BlueprintCallable) void UNoceLocalGameUserSettings::RunNoceBenchmark() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLocalGameUserSettings", "RunNoceBenchmark"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLocalGameUserSettings.SetAASuperSampling // (Final, Native, Public) // Parameters: // ENoceGraphicAASuperSamplingMode InVal (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceLocalGameUserSettings::SetAASuperSampling(ENoceGraphicAASuperSamplingMode InVal) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLocalGameUserSettings", "SetAASuperSampling"); Params::NoceLocalGameUserSettings_SetAASuperSampling Parms{}; Parms.InVal = InVal; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLocalGameUserSettings.SetAASuperSamplingQuality // (Final, Native, Public) // Parameters: // uint32 InVal (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceLocalGameUserSettings::SetAASuperSamplingQuality(uint32 InVal) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLocalGameUserSettings", "SetAASuperSamplingQuality"); Params::NoceLocalGameUserSettings_SetAASuperSamplingQuality Parms{}; Parms.InVal = InVal; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLocalGameUserSettings.SetAudioOutputDeviceId // (Final, Native, Public) // Parameters: // const class FString& InAudioOutputDeviceId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceLocalGameUserSettings::SetAudioOutputDeviceId(const class FString& InAudioOutputDeviceId) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLocalGameUserSettings", "SetAudioOutputDeviceId"); Params::NoceLocalGameUserSettings_SetAudioOutputDeviceId Parms{}; Parms.InAudioOutputDeviceId = std::move(InAudioOutputDeviceId); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLocalGameUserSettings.SetEnableHDR // (Final, Native, Public) // Parameters: // bool Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceLocalGameUserSettings::SetEnableHDR(bool Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLocalGameUserSettings", "SetEnableHDR"); Params::NoceLocalGameUserSettings_SetEnableHDR Parms{}; Parms.Value = Value; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLocalGameUserSettings.SetFullscreenModeAndApply // (Final, Native, Public) // Parameters: // EWindowMode InFullscreenMode (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceLocalGameUserSettings::SetFullscreenModeAndApply(EWindowMode InFullscreenMode) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLocalGameUserSettings", "SetFullscreenModeAndApply"); Params::NoceLocalGameUserSettings_SetFullscreenModeAndApply Parms{}; Parms.InFullscreenMode = InFullscreenMode; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLocalGameUserSettings.SetGamepadIconType // (Final, Native, Public) // Parameters: // ENoceInputGamepadType InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceLocalGameUserSettings::SetGamepadIconType(ENoceInputGamepadType InType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLocalGameUserSettings", "SetGamepadIconType"); Params::NoceLocalGameUserSettings_SetGamepadIconType Parms{}; Parms.InType = InType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLocalGameUserSettings.SetPaniniProjectionEnabled // (Final, Native, Public) // Parameters: // bool Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceLocalGameUserSettings::SetPaniniProjectionEnabled(bool Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLocalGameUserSettings", "SetPaniniProjectionEnabled"); Params::NoceLocalGameUserSettings_SetPaniniProjectionEnabled Parms{}; Parms.Value = Value; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLocalGameUserSettings.SetPreset // (Final, Native, Public, BlueprintCallable) // Parameters: // ENoceGameSettingPreset InVal (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceLocalGameUserSettings::SetPreset(ENoceGameSettingPreset InVal) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLocalGameUserSettings", "SetPreset"); Params::NoceLocalGameUserSettings_SetPreset Parms{}; Parms.InVal = InVal; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLocalGameUserSettings.SetScreenPercentage // (Final, Native, Public) // Parameters: // int32 Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceLocalGameUserSettings::SetScreenPercentage(int32 Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLocalGameUserSettings", "SetScreenPercentage"); Params::NoceLocalGameUserSettings_SetScreenPercentage Parms{}; Parms.Value = Value; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLocalGameUserSettings.SetToDefaultIfNotInitialized // (Final, Native, Public, BlueprintCallable) void UNoceLocalGameUserSettings::SetToDefaultIfNotInitialized() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLocalGameUserSettings", "SetToDefaultIfNotInitialized"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLocalGameUserSettings.SupportAASuperSamplingQuality // (Final, Native, Public) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceLocalGameUserSettings::SupportAASuperSamplingQuality() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLocalGameUserSettings", "SupportAASuperSamplingQuality"); Params::NoceLocalGameUserSettings_SupportAASuperSamplingQuality Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLocalGameUserSettings.CanPaniniProjectionEnabled // (Final, Native, Public, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceLocalGameUserSettings::CanPaniniProjectionEnabled() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLocalGameUserSettings", "CanPaniniProjectionEnabled"); Params::NoceLocalGameUserSettings_CanPaniniProjectionEnabled Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLocalGameUserSettings.GetAASuperSampling // (Final, Native, Public, Const) // Parameters: // ENoceGraphicAASuperSamplingMode ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENoceGraphicAASuperSamplingMode UNoceLocalGameUserSettings::GetAASuperSampling() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLocalGameUserSettings", "GetAASuperSampling"); Params::NoceLocalGameUserSettings_GetAASuperSampling Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLocalGameUserSettings.GetAASuperSamplingQuality // (Final, Native, Public, Const) // Parameters: // uint32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) uint32 UNoceLocalGameUserSettings::GetAASuperSamplingQuality() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLocalGameUserSettings", "GetAASuperSamplingQuality"); Params::NoceLocalGameUserSettings_GetAASuperSamplingQuality Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLocalGameUserSettings.GetAudioOutputDeviceId // (Final, Native, Public, Const) // Parameters: // class FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) class FString UNoceLocalGameUserSettings::GetAudioOutputDeviceId() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLocalGameUserSettings", "GetAudioOutputDeviceId"); Params::NoceLocalGameUserSettings_GetAudioOutputDeviceId Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLocalGameUserSettings.GetFullscreenModeInt // (Final, Native, Public, Const) // Parameters: // const int32 ReturnValue (ConstParm, Parm, OutParm, ZeroConstructor, ReturnParm, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) const int32 UNoceLocalGameUserSettings::GetFullscreenModeInt() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLocalGameUserSettings", "GetFullscreenModeInt"); Params::NoceLocalGameUserSettings_GetFullscreenModeInt Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLocalGameUserSettings.GetGamepadIconType // (Final, Native, Public, Const) // Parameters: // ENoceInputGamepadType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENoceInputGamepadType UNoceLocalGameUserSettings::GetGamepadIconType() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLocalGameUserSettings", "GetGamepadIconType"); Params::NoceLocalGameUserSettings_GetGamepadIconType Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLocalGameUserSettings.GetMotionBlur // (Final, Native, Public, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceLocalGameUserSettings::GetMotionBlur() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLocalGameUserSettings", "GetMotionBlur"); Params::NoceLocalGameUserSettings_GetMotionBlur Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLocalGameUserSettings.GetPaniniProjectionEnabled // (Final, Native, Public, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceLocalGameUserSettings::GetPaniniProjectionEnabled() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLocalGameUserSettings", "GetPaniniProjectionEnabled"); Params::NoceLocalGameUserSettings_GetPaniniProjectionEnabled Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLocalGameUserSettings.GetResolutionSizeX // (Final, Native, Public, Const) // Parameters: // const uint32 ReturnValue (ConstParm, Parm, OutParm, ZeroConstructor, ReturnParm, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) const uint32 UNoceLocalGameUserSettings::GetResolutionSizeX() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLocalGameUserSettings", "GetResolutionSizeX"); Params::NoceLocalGameUserSettings_GetResolutionSizeX Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLocalGameUserSettings.GetResolutionSizeY // (Final, Native, Public, Const) // Parameters: // const uint32 ReturnValue (ConstParm, Parm, OutParm, ZeroConstructor, ReturnParm, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) const uint32 UNoceLocalGameUserSettings::GetResolutionSizeY() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLocalGameUserSettings", "GetResolutionSizeY"); Params::NoceLocalGameUserSettings_GetResolutionSizeY Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLocalGameUserSettings.GetScreenPercentage // (Final, Native, Public, Const) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UNoceLocalGameUserSettings::GetScreenPercentage() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLocalGameUserSettings", "GetScreenPercentage"); Params::NoceLocalGameUserSettings_GetScreenPercentage Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLocalGameUserSettings.GetVSyncEnabled // (Final, Native, Public, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceLocalGameUserSettings::GetVSyncEnabled() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLocalGameUserSettings", "GetVSyncEnabled"); Params::NoceLocalGameUserSettings_GetVSyncEnabled Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLockLocationComponent.GetCanBeLockedOn // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceLockLocationComponent::GetCanBeLockedOn() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLockLocationComponent", "GetCanBeLockedOn"); Params::NoceLockLocationComponent_GetCanBeLockedOn Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceLockLocationComponent.OnAIControllerThinkEnableChanged // (Final, Native, Protected) // Parameters: // bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceLockLocationComponent::OnAIControllerThinkEnableChanged(bool InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLockLocationComponent", "OnAIControllerThinkEnableChanged"); Params::NoceLockLocationComponent_OnAIControllerThinkEnableChanged Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLockLocationComponent.OnEnemyDie // (Final, Native, Protected) void UNoceLockLocationComponent::OnEnemyDie() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLockLocationComponent", "OnEnemyDie"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLockLocationComponent.OnEnemyFakeDead // (Final, Native, Protected) void UNoceLockLocationComponent::OnEnemyFakeDead() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLockLocationComponent", "OnEnemyFakeDead"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLockLocationComponent.OnEnemyResurrect // (Final, Native, Protected) void UNoceLockLocationComponent::OnEnemyResurrect() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLockLocationComponent", "OnEnemyResurrect"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLockLocationComponent.OnPossessedPawnChanged // (Final, Native, Protected) // Parameters: // class APawn* InOldPawn (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class APawn* InNewPawn (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceLockLocationComponent::OnPossessedPawnChanged(class APawn* InOldPawn, class APawn* InNewPawn) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLockLocationComponent", "OnPossessedPawnChanged"); Params::NoceLockLocationComponent_OnPossessedPawnChanged Parms{}; Parms.InOldPawn = InOldPawn; Parms.InNewPawn = InNewPawn; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceLockLocationComponent.SetCanBeLockedOn // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceLockLocationComponent::SetCanBeLockedOn(bool InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceLockLocationComponent", "SetCanBeLockedOn"); Params::NoceLockLocationComponent_SetCanBeLockedOn Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceMapAreaWidget.GetAllMapBackgroundWidgets // (Final, Native, Public, BlueprintCallable) // Parameters: // TArray ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, ContainsInstancedReference, NativeAccessSpecifierPublic) TArray UNoceMapAreaWidget::GetAllMapBackgroundWidgets() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceMapAreaWidget", "GetAllMapBackgroundWidgets"); Params::NoceMapAreaWidget_GetAllMapBackgroundWidgets Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceMapAreaWidget.GetAllMapDynamicMapIconWidgets // (Final, Native, Public, BlueprintCallable) // Parameters: // TArrayReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, ContainsInstancedReference, NativeAccessSpecifierPublic) TArray UNoceMapAreaWidget::GetAllMapDynamicMapIconWidgets() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceMapAreaWidget", "GetAllMapDynamicMapIconWidgets"); Params::NoceMapAreaWidget_GetAllMapDynamicMapIconWidgets Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceMapAreaWidget.GetAllMapLocationWidgets // (Final, Native, Public, BlueprintCallable) // Parameters: // TArray ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, ContainsInstancedReference, NativeAccessSpecifierPublic) TArray UNoceMapAreaWidget::GetAllMapLocationWidgets() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceMapAreaWidget", "GetAllMapLocationWidgets"); Params::NoceMapAreaWidget_GetAllMapLocationWidgets Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceMapAreaWidget.GetVisibleLocationGroups // (Final, Native, Public, BlueprintCallable) // Parameters: // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNoceMapAreaWidget::GetVisibleLocationGroups() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceMapAreaWidget", "GetVisibleLocationGroups"); Params::NoceMapAreaWidget_GetVisibleLocationGroups Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceMapCapture.GenerateSnapshot // (Final, Native, Public) void ANoceMapCapture::GenerateSnapshot() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceMapCapture", "GenerateSnapshot"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceMapCapture.GetAreaBounds // (Final, Native, Protected, BlueprintCallable, BlueprintPure, Const) // Parameters: // class UBoxComponent* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UBoxComponent* ANoceMapCapture::GetAreaBounds() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceMapCapture", "GetAreaBounds"); Params::NoceMapCapture_GetAreaBounds Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceMapIconComponent.GetData // (Final, Native, Public, BlueprintCallable) // Parameters: // struct FNoceMapGeneralIconData ReturnValue (Parm, OutParm, ReturnParm, NoDestructor, NativeAccessSpecifierPublic) struct FNoceMapGeneralIconData UNoceMapIconComponent::GetData() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceMapIconComponent", "GetData"); Params::NoceMapIconComponent_GetData Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceMapIconComponent.OnCheckConditionMatch // (Final, Native, Protected) void UNoceMapIconComponent::OnCheckConditionMatch() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceMapIconComponent", "OnCheckConditionMatch"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceMapIconComponent.OnGameProgressChanged // (Final, Native, Protected) // Parameters: // const struct FGameplayTag& NewTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceMapIconComponent::OnGameProgressChanged(const struct FGameplayTag& NewTag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceMapIconComponent", "OnGameProgressChanged"); Params::NoceMapIconComponent_OnGameProgressChanged Parms{}; Parms.NewTag = std::move(NewTag); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceMapIconComponent.OnInteract // (Final, Native, Protected) void UNoceMapIconComponent::OnInteract() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceMapIconComponent", "OnInteract"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceMapIconComponent.OnInteractOverlapHint // (Final, Native, Protected) void UNoceMapIconComponent::OnInteractOverlapHint() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceMapIconComponent", "OnInteractOverlapHint"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceMapIconComponent.SetIconSize // (Final, Native, Public, BlueprintCallable) // Parameters: // const float NewIconSize (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceMapIconComponent::SetIconSize(const float NewIconSize) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceMapIconComponent", "SetIconSize"); Params::NoceMapIconComponent_SetIconSize Parms{}; Parms.NewIconSize = NewIconSize; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceMapIconComponent.SetIconVisible // (Final, Native, Public, BlueprintCallable) // Parameters: // const bool bNewVisible (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceMapIconComponent::SetIconVisible(const bool bNewVisible) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceMapIconComponent", "SetIconVisible"); Params::NoceMapIconComponent_SetIconVisible Parms{}; Parms.bNewVisible = bNewVisible; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceMapIconComponent.DoesIconRotate // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceMapIconComponent::DoesIconRotate() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceMapIconComponent", "DoesIconRotate"); Params::NoceMapIconComponent_DoesIconRotate Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceMapIconComponent.GetIconSize // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float MapSize (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNoceMapIconComponent::GetIconSize(float MapSize) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceMapIconComponent", "GetIconSize"); Params::NoceMapIconComponent_GetIconSize Parms{}; Parms.MapSize = MapSize; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceMapIconComponent.IsIconVisible // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceMapIconComponent::IsIconVisible() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceMapIconComponent", "IsIconVisible"); Params::NoceMapIconComponent_IsIconVisible Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceMapTrackerComponent.GetMapIcons // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // const TArrayReturnValue (ConstParm, ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic) const TArray UNoceMapTrackerComponent::GetMapIcons() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceMapTrackerComponent", "GetMapIcons"); Params::NoceMapTrackerComponent_GetMapIcons Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceMaterialSanityFlowerWidget.GetMaterial // (Final, Native, Protected, BlueprintCallable, BlueprintPure) // Parameters: // class UMaterialInstanceDynamic* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UMaterialInstanceDynamic* UNoceMaterialSanityFlowerWidget::GetMaterial() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceMaterialSanityFlowerWidget", "GetMaterial"); Params::NoceMaterialSanityFlowerWidget_GetMaterial Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceMaterialSanityFlowerWidget.InitializeDynamicMaterial // (Event, Protected, HasOutParams, BlueprintEvent) // Parameters: // bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceMaterialSanityFlowerWidget::InitializeDynamicMaterial(bool* NoUse) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceMaterialSanityFlowerWidget", "InitializeDynamicMaterial"); Params::NoceMaterialSanityFlowerWidget_InitializeDynamicMaterial Parms{}; UObject::ProcessEvent(Func, &Parms); if (NoUse != nullptr) *NoUse = Parms.NoUse; } // Function GameNoce.NoceMaterialSanityFlowerWidget.UpdatePercent // (Final, Native, Public, BlueprintCallable) // Parameters: // float Percent (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceMaterialSanityFlowerWidget::UpdatePercent(float Percent) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceMaterialSanityFlowerWidget", "UpdatePercent"); Params::NoceMaterialSanityFlowerWidget_UpdatePercent Parms{}; Parms.Percent = Percent; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceMinimapWidget.Refresh // (Event, Public, BlueprintCallable, BlueprintEvent) void UNoceMinimapWidget::Refresh() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceMinimapWidget", "Refresh"); UObject::ProcessEvent(Func, nullptr); } // Function GameNoce.NoceMinimapWidget.Zoom // (Event, Public, BlueprintCallable, BlueprintEvent) // Parameters: // bool ZoomIn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceMinimapWidget::Zoom(bool ZoomIn) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceMinimapWidget", "Zoom"); Params::NoceMinimapWidget_Zoom Parms{}; Parms.ZoomIn = ZoomIn; UObject::ProcessEvent(Func, &Parms); } // Function GameNoce.NoceNavLinkProxy.GetEndPoint // (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure) // Parameters: // struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) struct FVector ANoceNavLinkProxy::GetEndPoint() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceNavLinkProxy", "GetEndPoint"); Params::NoceNavLinkProxy_GetEndPoint Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceNavLinkProxy.GetStartPoint // (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure) // Parameters: // struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) struct FVector ANoceNavLinkProxy::GetStartPoint() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceNavLinkProxy", "GetStartPoint"); Params::NoceNavLinkProxy_GetStartPoint Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceNewIconWidget.GetIsNew // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceNewIconWidget::GetIsNew() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceNewIconWidget", "GetIsNew"); Params::NoceNewIconWidget_GetIsNew Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceNewIconWidget.OnFocusCompleted // (Final, Native, Protected) void UNoceNewIconWidget::OnFocusCompleted() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceNewIconWidget", "OnFocusCompleted"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceNewIconWidget.OnUnfocusCompleted // (Final, Native, Protected) void UNoceNewIconWidget::OnUnfocusCompleted() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceNewIconWidget", "OnUnfocusCompleted"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceNewIconWidget.SetIsNew // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InIsNew (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool NeedAnimation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceNewIconWidget::SetIsNew(bool InIsNew, bool NeedAnimation) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceNewIconWidget", "SetIsNew"); Params::NoceNewIconWidget_SetIsNew Parms{}; Parms.InIsNew = InIsNew; Parms.NeedAnimation = NeedAnimation; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceNotebookBookmark.Deactivate // (Event, Public, BlueprintCallable, BlueprintEvent) void ANoceNotebookBookmark::Deactivate() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceNotebookBookmark", "Deactivate"); UObject::ProcessEvent(Func, nullptr); } // Function GameNoce.NoceNotebookBookmark.GetIsLeft // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceNotebookBookmark::GetIsLeft() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceNotebookBookmark", "GetIsLeft"); Params::NoceNotebookBookmark_GetIsLeft Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceNotebookBookmark.GetPageIndex // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 ANoceNotebookBookmark::GetPageIndex() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceNotebookBookmark", "GetPageIndex"); Params::NoceNotebookBookmark_GetPageIndex Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceNotebookBookmark.GetPosIndex // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 ANoceNotebookBookmark::GetPosIndex() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceNotebookBookmark", "GetPosIndex"); Params::NoceNotebookBookmark_GetPosIndex Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceNotebookBookmark.OnFadeIn // (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // const bool NeedFastFadeIn (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceNotebookBookmark::OnFadeIn(const bool NeedFastFadeIn, bool* NoUse) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceNotebookBookmark", "OnFadeIn"); Params::NoceNotebookBookmark_OnFadeIn Parms{}; Parms.NeedFastFadeIn = NeedFastFadeIn; UObject::ProcessEvent(Func, &Parms); if (NoUse != nullptr) *NoUse = Parms.NoUse; } // Function GameNoce.NoceNotebookBookmark.OnFadeOut // (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // const bool NeedFastFadeOut (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceNotebookBookmark::OnFadeOut(const bool NeedFastFadeOut, bool* NoUse) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceNotebookBookmark", "OnFadeOut"); Params::NoceNotebookBookmark_OnFadeOut Parms{}; Parms.NeedFastFadeOut = NeedFastFadeOut; UObject::ProcessEvent(Func, &Parms); if (NoUse != nullptr) *NoUse = Parms.NoUse; } // Function GameNoce.NoceNotebookBookmark.ResetPlayRate // (Final, Native, Public, BlueprintCallable) void ANoceNotebookBookmark::ResetPlayRate() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceNotebookBookmark", "ResetPlayRate"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceNotebookBookmark.SetIsLeft // (Final, Native, Public, BlueprintCallable) // Parameters: // bool NewValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceNotebookBookmark::SetIsLeft(bool NewValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceNotebookBookmark", "SetIsLeft"); Params::NoceNotebookBookmark_SetIsLeft Parms{}; Parms.NewValue = NewValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceNotebookBookmark.SetPageIndex // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 NewValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceNotebookBookmark::SetPageIndex(int32 NewValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceNotebookBookmark", "SetPageIndex"); Params::NoceNotebookBookmark_SetPageIndex Parms{}; Parms.NewValue = NewValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceNotebookBookmark.SetPlayRate // (Final, Native, Public, BlueprintCallable) // Parameters: // float NewValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceNotebookBookmark::SetPlayRate(float NewValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceNotebookBookmark", "SetPlayRate"); Params::NoceNotebookBookmark_SetPlayRate Parms{}; Parms.NewValue = NewValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceNotebookBookmark.SetPosIndex // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 NewValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceNotebookBookmark::SetPosIndex(int32 NewValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceNotebookBookmark", "SetPosIndex"); Params::NoceNotebookBookmark_SetPosIndex Parms{}; Parms.NewValue = NewValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceNotebookPage.GetContents // (Event, Public, BlueprintCallable, BlueprintEvent) // Parameters: // TArray ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, ContainsInstancedReference, NativeAccessSpecifierPublic) TArray UNoceNotebookPage::GetContents() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceNotebookPage", "GetContents"); Params::NoceNotebookPage_GetContents Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function GameNoce.NoceNotebookPage.IsPlayingUIAnimations // (Native, Event, Public, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceNotebookPage::IsPlayingUIAnimations() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceNotebookPage", "IsPlayingUIAnimations"); Params::NoceNotebookPage_IsPlayingUIAnimations Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceNotebookPage.OnFadeIn // (Native, Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceNotebookPage::OnFadeIn(bool* NoUse) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceNotebookPage", "OnFadeIn"); Params::NoceNotebookPage_OnFadeIn Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (NoUse != nullptr) *NoUse = Parms.NoUse; } // Function GameNoce.NoceNotebookPage.SetData // (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // const TArray& Texts (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // const TArray& Images (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // const TArray& IsVisibles (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // const TArray& IsNews (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // const TArray& IsNews2 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceNotebookPage::SetData(const TArray& Texts, const TArray& Images, const TArray& IsVisibles, const TArray& IsNews, const TArray& IsNews2, bool* NoUse) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceNotebookPage", "SetData"); Params::NoceNotebookPage_SetData Parms{}; Parms.Texts = std::move(Texts); Parms.Images = std::move(Images); Parms.IsVisibles = std::move(IsVisibles); Parms.IsNews = std::move(IsNews); Parms.IsNews2 = std::move(IsNews2); UObject::ProcessEvent(Func, &Parms); if (NoUse != nullptr) *NoUse = Parms.NoUse; } // Function GameNoce.NoceNotebookPageTabWidget.ClearNew // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceNotebookPageTabWidget::ClearNew(int32 Index_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceNotebookPageTabWidget", "ClearNew"); Params::NoceNotebookPageTabWidget_ClearNew Parms{}; Parms.Index_0 = Index_0; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceNotebookPageTabWidget.Init // (Final, Native, Public, BlueprintCallable) void UNoceNotebookPageTabWidget::Init() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceNotebookPageTabWidget", "Init"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceNotebookPageTabWidget.SetData // (Final, Native, Public, HasDefaults, BlueprintCallable) // Parameters: // const TArray&InData (Parm, ZeroConstructor, NativeAccessSpecifierPublic) // const struct FLinearColor& InDefaultColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FLinearColor& InSelectColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 InDefaultIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool UseMoreTabs (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceNotebookPageTabWidget::SetData(const TArray& InData, const struct FLinearColor& InDefaultColor, const struct FLinearColor& InSelectColor, int32 InDefaultIndex, bool UseMoreTabs) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceNotebookPageTabWidget", "SetData"); Params::NoceNotebookPageTabWidget_SetData Parms{}; Parms.InData = std::move(InData); Parms.InDefaultColor = std::move(InDefaultColor); Parms.InSelectColor = std::move(InSelectColor); Parms.InDefaultIndex = InDefaultIndex; Parms.UseMoreTabs = UseMoreTabs; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceOpenDoorByProgressComp.UpdateOpenDoor_BP // (Native, Event, Protected, BlueprintEvent) // Parameters: // bool NeedOpen (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceOpenDoorByProgressComp::UpdateOpenDoor_BP(bool NeedOpen) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceOpenDoorByProgressComp", "UpdateOpenDoor_BP"); Params::NoceOpenDoorByProgressComp_UpdateOpenDoor_BP Parms{}; Parms.NeedOpen = NeedOpen; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePageTabWidget.CanSelectNext // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePageTabWidget::CanSelectNext() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePageTabWidget", "CanSelectNext"); Params::NocePageTabWidget_CanSelectNext Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePageTabWidget.CanSelectPrevious // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePageTabWidget::CanSelectPrevious() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePageTabWidget", "CanSelectPrevious"); Params::NocePageTabWidget_CanSelectPrevious Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePageTabWidget.GetSelectingIndex // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UNocePageTabWidget::GetSelectingIndex() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePageTabWidget", "GetSelectingIndex"); Params::NocePageTabWidget_GetSelectingIndex Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePageTabWidget.Init // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 InTotalPage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 InCurrentPage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePageTabWidget::Init(int32 InTotalPage, int32 InCurrentPage) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePageTabWidget", "Init"); Params::NocePageTabWidget_Init Parms{}; Parms.InTotalPage = InTotalPage; Parms.InCurrentPage = InCurrentPage; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePageTabWidget.MakeSlotsAndSpacers // (Final, Native, Protected, BlueprintCallable) void UNocePageTabWidget::MakeSlotsAndSpacers() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePageTabWidget", "MakeSlotsAndSpacers"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePageTabWidget.SelectNext // (Final, Native, Public, BlueprintCallable) void UNocePageTabWidget::SelectNext() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePageTabWidget", "SelectNext"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePageTabWidget.SelectPrevious // (Final, Native, Public, BlueprintCallable) void UNocePageTabWidget::SelectPrevious() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePageTabWidget", "SelectPrevious"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePauseListWidget.CreateMenu // (Final, Native, Public, BlueprintCallable) // Parameters: // const TArray& ListItems (Parm, ZeroConstructor, NativeAccessSpecifierPublic) // int32 InitIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePauseListWidget::CreateMenu(const TArray& ListItems, int32 InitIndex) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePauseListWidget", "CreateMenu"); Params::NocePauseListWidget_CreateMenu Parms{}; Parms.ListItems = std::move(ListItems); Parms.InitIndex = InitIndex; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePauseListWidget.GetList // (Final, Native, Public, BlueprintCallable) // Parameters: // class UNoceVerticalList* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UNoceVerticalList* UNocePauseListWidget::GetList() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePauseListWidget", "GetList"); Params::NocePauseListWidget_GetList Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePauseListWidget.InitializeList // (Final, Native, Public, BlueprintCallable) void UNocePauseListWidget::InitializeList() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePauseListWidget", "InitializeList"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePauseListWidget.UpdateDescription // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FText& DescriptionText (Parm, NativeAccessSpecifierPublic) void UNocePauseListWidget::UpdateDescription(int32 Index_0, const class FText& DescriptionText) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePauseListWidget", "UpdateDescription"); Params::NocePauseListWidget_UpdateDescription Parms{}; Parms.Index_0 = Index_0; Parms.DescriptionText = std::move(DescriptionText); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePendantLight.EnablePendantLights // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // bool bEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePendantLight::EnablePendantLights(bool bEnable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NocePendantLight", "EnablePendantLights"); Params::NocePendantLight_EnablePendantLights Parms{}; Parms.bEnable = bEnable; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePendantLight.SetLightMaxDistanceFadeRange // (Final, Native, Public, BlueprintCallable) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePendantLight::SetLightMaxDistanceFadeRange(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePendantLight", "SetLightMaxDistanceFadeRange"); Params::NocePendantLight_SetLightMaxDistanceFadeRange Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePendantLight.SetLightMaxDrawDistance // (Final, Native, Public, BlueprintCallable) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePendantLight::SetLightMaxDrawDistance(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePendantLight", "SetLightMaxDrawDistance"); Params::NocePendantLight_SetLightMaxDrawDistance Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePendantLight.GetLightComp // (Event, Protected, BlueprintEvent, Const) // Parameters: // class ULightComponent* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class ULightComponent* ANocePendantLight::GetLightComp() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePendantLight", "GetLightComp"); Params::NocePendantLight_GetLightComp Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function GameNoce.NocePendantLight.GetLightMaxDistanceFadeRange // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ANocePendantLight::GetLightMaxDistanceFadeRange() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePendantLight", "GetLightMaxDistanceFadeRange"); Params::NocePendantLight_GetLightMaxDistanceFadeRange Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePendantLight.GetLightMaxDrawDistance // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ANocePendantLight::GetLightMaxDrawDistance() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePendantLight", "GetLightMaxDrawDistance"); Params::NocePendantLight_GetLightMaxDrawDistance Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePendantLight.GetSpotLightZOffset // (Event, Protected, BlueprintEvent, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ANocePendantLight::GetSpotLightZOffset() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePendantLight", "GetSpotLightZOffset"); Params::NocePendantLight_GetSpotLightZOffset Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function GameNoce.NocePickMessageWidget.ShowItem // (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // const class FName& InItemID (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ENoceInventoryType InItemType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePickMessageWidget::ShowItem(const class FName& InItemID, ENoceInventoryType InItemType, bool* NoUse) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickMessageWidget", "ShowItem"); Params::NocePickMessageWidget_ShowItem Parms{}; Parms.InItemID = InItemID; Parms.InItemType = InItemType; UObject::ProcessEvent(Func, &Parms); if (NoUse != nullptr) *NoUse = Parms.NoUse; } // Function GameNoce.NocePickPreviewImageDialogWidget.OnPageAnimationCompleted // (Final, Native, Protected) void UNocePickPreviewImageDialogWidget::OnPageAnimationCompleted() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickPreviewImageDialogWidget", "OnPageAnimationCompleted"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePickPreviewImageDialogWidget.SelectNext // (Final, Native, Protected) void UNocePickPreviewImageDialogWidget::SelectNext() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickPreviewImageDialogWidget", "SelectNext"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePickPreviewImageDialogWidget.SelectPrevious // (Final, Native, Protected) void UNocePickPreviewImageDialogWidget::SelectPrevious() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickPreviewImageDialogWidget", "SelectPrevious"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePickPreviewWidget.ConsumableSlotChanged // (Final, Native, Protected) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePickPreviewWidget::ConsumableSlotChanged() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickPreviewWidget", "ConsumableSlotChanged"); Params::NocePickPreviewWidget_ConsumableSlotChanged Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePickPreviewWidget.HasPendingItem // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePickPreviewWidget::HasPendingItem() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickPreviewWidget", "HasPendingItem"); Params::NocePickPreviewWidget_HasPendingItem Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePickPreviewWidget.HideItem // (Final, Native, Public, BlueprintCallable) void UNocePickPreviewWidget::HideItem() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickPreviewWidget", "HideItem"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePickPreviewWidget.OnInventoryPopWindowClose // (Final, Native, Protected) void UNocePickPreviewWidget::OnInventoryPopWindowClose() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickPreviewWidget", "OnInventoryPopWindowClose"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePickPreviewWidget.OnPageClosed // (Final, Native, Protected) void UNocePickPreviewWidget::OnPageClosed() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickPreviewWidget", "OnPageClosed"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePickPreviewWidget.SetUseForceHide // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InUseForceHide (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePickPreviewWidget::SetUseForceHide(bool InUseForceHide) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickPreviewWidget", "SetUseForceHide"); Params::NocePickPreviewWidget_SetUseForceHide Parms{}; Parms.InUseForceHide = InUseForceHide; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePickPreviewWidget.ShowItem // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const ENoceInventoryType& Type (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FName& ID (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePickPreviewWidget::ShowItem(const ENoceInventoryType& Type, const class FName& ID, bool* NoUse) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickPreviewWidget", "ShowItem"); Params::NocePickPreviewWidget_ShowItem Parms{}; Parms.Type = Type; Parms.ID = ID; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (NoUse != nullptr) *NoUse = Parms.NoUse; } // Function GameNoce.NocePickPreviewWidget.ShowSlotChanged // (Final, Native, Protected, HasOutParams) // Parameters: // bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePickPreviewWidget::ShowSlotChanged(bool* NoUse) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickPreviewWidget", "ShowSlotChanged"); Params::NocePickPreviewWidget_ShowSlotChanged Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (NoUse != nullptr) *NoUse = Parms.NoUse; } // Function GameNoce.NocePickupsSubsystem.CanGenerateConsumablePickups_BP // (Event, Protected, BlueprintEvent) // Parameters: // int32 RequiredTargetCount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePickupsSubsystem::CanGenerateConsumablePickups_BP(int32 RequiredTargetCount) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickupsSubsystem", "CanGenerateConsumablePickups_BP"); Params::NocePickupsSubsystem_CanGenerateConsumablePickups_BP Parms{}; Parms.RequiredTargetCount = RequiredTargetCount; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function GameNoce.NocePickupsSubsystem.EnableDynamicHelp // (Final, Native, Public, BlueprintCallable) // Parameters: // bool IsEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePickupsSubsystem::EnableDynamicHelp(bool IsEnable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickupsSubsystem", "EnableDynamicHelp"); Params::NocePickupsSubsystem_EnableDynamicHelp Parms{}; Parms.IsEnable = IsEnable; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePickupsSubsystem.EnableEventHelp // (Final, Native, Public, BlueprintCallable) // Parameters: // bool IsEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePickupsSubsystem::EnableEventHelp(bool IsEnable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickupsSubsystem", "EnableEventHelp"); Params::NocePickupsSubsystem_EnableEventHelp Parms{}; Parms.IsEnable = IsEnable; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePickupsSubsystem.GenerateEventConsumablePickups // (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable) // Parameters: // const struct FVector& InLocation (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector2D& InRange (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePickupsSubsystem::GenerateEventConsumablePickups(const struct FVector& InLocation, const struct FVector2D& InRange) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickupsSubsystem", "GenerateEventConsumablePickups"); Params::NocePickupsSubsystem_GenerateEventConsumablePickups Parms{}; Parms.InLocation = std::move(InLocation); Parms.InRange = std::move(InRange); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePickupsSubsystem.GenerateEventWeaponPickups // (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable) // Parameters: // const struct FVector& InLocation (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector2D& InRange (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePickupsSubsystem::GenerateEventWeaponPickups(const struct FVector& InLocation, const struct FVector2D& InRange) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickupsSubsystem", "GenerateEventWeaponPickups"); Params::NocePickupsSubsystem_GenerateEventWeaponPickups Parms{}; Parms.InLocation = std::move(InLocation); Parms.InRange = std::move(InRange); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePickupsSubsystem.GeneratePrepRoomPickups // (Final, Native, Public, BlueprintCallable) // Parameters: // class ANocePickupsPoint* InAttachParent (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TSubclassOfInInteractable (Parm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePickupsSubsystem::GeneratePrepRoomPickups(class ANocePickupsPoint* InAttachParent, TSubclassOf InInteractable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickupsSubsystem", "GeneratePrepRoomPickups"); Params::NocePickupsSubsystem_GeneratePrepRoomPickups Parms{}; Parms.InAttachParent = InAttachParent; Parms.InInteractable = InInteractable; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePickupsSubsystem.HandleOnPickupEventPickups // (Final, Native, Public, BlueprintCallable) // Parameters: // class ANoceInteractableBase* InPickups (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePickupsSubsystem::HandleOnPickupEventPickups(class ANoceInteractableBase* InPickups) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickupsSubsystem", "HandleOnPickupEventPickups"); Params::NocePickupsSubsystem_HandleOnPickupEventPickups Parms{}; Parms.InPickups = InPickups; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePickupsSubsystem.IsSaveDataExist // (Final, Native, Public, BlueprintCallable) // Parameters: // class ANocePickupsPoint* InPickupsPoint (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePickupsSubsystem::IsSaveDataExist(class ANocePickupsPoint* InPickupsPoint) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickupsSubsystem", "IsSaveDataExist"); Params::NocePickupsSubsystem_IsSaveDataExist Parms{}; Parms.InPickupsPoint = InPickupsPoint; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePickupsSubsystem.OnPickupsDestroyed // (Final, Native, Protected) // Parameters: // class AActor* InActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePickupsSubsystem::OnPickupsDestroyed(class AActor* InActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickupsSubsystem", "OnPickupsDestroyed"); Params::NocePickupsSubsystem_OnPickupsDestroyed Parms{}; Parms.InActor = InActor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePickupsSubsystem.OnProgressChanged // (Final, Native, Protected) // Parameters: // const struct FGameplayTag& InTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePickupsSubsystem::OnProgressChanged(const struct FGameplayTag& InTag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickupsSubsystem", "OnProgressChanged"); Params::NocePickupsSubsystem_OnProgressChanged Parms{}; Parms.InTag = std::move(InTag); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePickupsSubsystem.RegisterSaveData // (Final, Native, Public, BlueprintCallable) // Parameters: // class ANocePickupsPoint* InPickupsPoint (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePickupsSubsystem::RegisterSaveData(class ANocePickupsPoint* InPickupsPoint) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickupsSubsystem", "RegisterSaveData"); Params::NocePickupsSubsystem_RegisterSaveData Parms{}; Parms.InPickupsPoint = InPickupsPoint; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePickupsSubsystem.RemoveAllEventPickups // (Final, Native, Public, BlueprintCallable) void UNocePickupsSubsystem::RemoveAllEventPickups() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickupsSubsystem", "RemoveAllEventPickups"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePickupsSubsystem.RemoveCurrentDynamicPickups // (Final, Native, Public, BlueprintCallable) void UNocePickupsSubsystem::RemoveCurrentDynamicPickups() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickupsSubsystem", "RemoveCurrentDynamicPickups"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePickupsSubsystem.SpawnEventConsumablePickupsPoint_BP // (Event, Protected, BlueprintEvent) // Parameters: // int32 RequiredTargetCount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePickupsSubsystem::SpawnEventConsumablePickupsPoint_BP(int32 RequiredTargetCount) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickupsSubsystem", "SpawnEventConsumablePickupsPoint_BP"); Params::NocePickupsSubsystem_SpawnEventConsumablePickupsPoint_BP Parms{}; Parms.RequiredTargetCount = RequiredTargetCount; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function GameNoce.NocePickupsSubsystem.SpawnEventWeaponPickupsPoint_BP // (Event, Protected, BlueprintEvent) // Parameters: // int32 RequiredTargetCount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePickupsSubsystem::SpawnEventWeaponPickupsPoint_BP(int32 RequiredTargetCount) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickupsSubsystem", "SpawnEventWeaponPickupsPoint_BP"); Params::NocePickupsSubsystem_SpawnEventWeaponPickupsPoint_BP Parms{}; Parms.RequiredTargetCount = RequiredTargetCount; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function GameNoce.NocePickupsSubsystem.UpdateCurrentDynamicSubData // (Final, Native, Public, BlueprintCallable) void UNocePickupsSubsystem::UpdateCurrentDynamicSubData() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickupsSubsystem", "UpdateCurrentDynamicSubData"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePickupsSubsystem.CalculateConsumablePrepRoomValue // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNocePickupsSubsystem::CalculateConsumablePrepRoomValue() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickupsSubsystem", "CalculateConsumablePrepRoomValue"); Params::NocePickupsSubsystem_CalculateConsumablePrepRoomValue Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePickupsSubsystem.CalculateWeaponPrepRoomValue // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNocePickupsSubsystem::CalculateWeaponPrepRoomValue() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickupsSubsystem", "CalculateWeaponPrepRoomValue"); Params::NocePickupsSubsystem_CalculateWeaponPrepRoomValue Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePickupsSubsystem.GetConsumableDataRowByName // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FNocePickupsConsumableDataRow ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FNocePickupsConsumableDataRow UNocePickupsSubsystem::GetConsumableDataRowByName(class FName InName) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickupsSubsystem", "GetConsumableDataRowByName"); Params::NocePickupsSubsystem_GetConsumableDataRowByName Parms{}; Parms.InName = InName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePickupsSubsystem.GetConsumableDataRowNames // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNocePickupsSubsystem::GetConsumableDataRowNames() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickupsSubsystem", "GetConsumableDataRowNames"); Params::NocePickupsSubsystem_GetConsumableDataRowNames Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePickupsSubsystem.GetConsumableGroupTypeByInteractable // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // TSubclassOfInInteractable (Parm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ENocePickupsConsumableGroupType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENocePickupsConsumableGroupType UNocePickupsSubsystem::GetConsumableGroupTypeByInteractable(TSubclassOf InInteractable) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickupsSubsystem", "GetConsumableGroupTypeByInteractable"); Params::NocePickupsSubsystem_GetConsumableGroupTypeByInteractable Parms{}; Parms.InInteractable = InInteractable; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePickupsSubsystem.GetDeployDataByName // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FNocePickupsDeployDataRow ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FNocePickupsDeployDataRow UNocePickupsSubsystem::GetDeployDataByName(class FName InName) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickupsSubsystem", "GetDeployDataByName"); Params::NocePickupsSubsystem_GetDeployDataByName Parms{}; Parms.InName = InName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePickupsSubsystem.GetDeployDataRowNames // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNocePickupsSubsystem::GetDeployDataRowNames() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickupsSubsystem", "GetDeployDataRowNames"); Params::NocePickupsSubsystem_GetDeployDataRowNames Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePickupsSubsystem.GetDynamicDataByName // (Final, Native, Protected, BlueprintCallable, BlueprintPure, Const) // Parameters: // class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FNoceDynamicPickupsDataRow ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FNoceDynamicPickupsDataRow UNocePickupsSubsystem::GetDynamicDataByName(class FName InName) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickupsSubsystem", "GetDynamicDataByName"); Params::NocePickupsSubsystem_GetDynamicDataByName Parms{}; Parms.InName = InName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePickupsSubsystem.GetDynamicDataRowNames // (Final, Native, Protected, BlueprintCallable, BlueprintPure, Const) // Parameters: // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNocePickupsSubsystem::GetDynamicDataRowNames() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickupsSubsystem", "GetDynamicDataRowNames"); Params::NocePickupsSubsystem_GetDynamicDataRowNames Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePickupsSubsystem.GetIsDynamicHelpEnabled // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePickupsSubsystem::GetIsDynamicHelpEnabled() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickupsSubsystem", "GetIsDynamicHelpEnabled"); Params::NocePickupsSubsystem_GetIsDynamicHelpEnabled Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePickupsSubsystem.GetIsEventHelpEnable // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePickupsSubsystem::GetIsEventHelpEnable() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickupsSubsystem", "GetIsEventHelpEnable"); Params::NocePickupsSubsystem_GetIsEventHelpEnable Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePickupsSubsystem.GetWeaponDataRowByName // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FNocePickupsWeaponDataRow ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FNocePickupsWeaponDataRow UNocePickupsSubsystem::GetWeaponDataRowByName(class FName InName) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickupsSubsystem", "GetWeaponDataRowByName"); Params::NocePickupsSubsystem_GetWeaponDataRowByName Parms{}; Parms.InName = InName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePickupsSubsystem.GetWeaponDataRowNames // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNocePickupsSubsystem::GetWeaponDataRowNames() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickupsSubsystem", "GetWeaponDataRowNames"); Params::NocePickupsSubsystem_GetWeaponDataRowNames Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePickupsSubsystem.GetWeaponGroupTypeByInteractable // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // TSubclassOfInInteractable (Parm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ENocePickupsWeaponGroupType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENocePickupsWeaponGroupType UNocePickupsSubsystem::GetWeaponGroupTypeByInteractable(TSubclassOf InInteractable) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickupsSubsystem", "GetWeaponGroupTypeByInteractable"); Params::NocePickupsSubsystem_GetWeaponGroupTypeByInteractable Parms{}; Parms.InInteractable = InInteractable; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePickupsSubsystem.IsInConsumableSearchDistance // (Final, Native, Protected, BlueprintCallable, BlueprintPure, Const) // Parameters: // class AActor* InActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePickupsSubsystem::IsInConsumableSearchDistance(class AActor* InActor) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickupsSubsystem", "IsInConsumableSearchDistance"); Params::NocePickupsSubsystem_IsInConsumableSearchDistance Parms{}; Parms.InActor = InActor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePickupsSubsystem.IsInWeaponSearchDistance // (Final, Native, Protected, BlueprintCallable, BlueprintPure, Const) // Parameters: // class AActor* InActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePickupsSubsystem::IsInWeaponSearchDistance(class AActor* InActor) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickupsSubsystem", "IsInWeaponSearchDistance"); Params::NocePickupsSubsystem_IsInWeaponSearchDistance Parms{}; Parms.InActor = InActor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePickupsSubsystem.IsTargetConsumableByClass // (Final, Native, Protected, BlueprintCallable, BlueprintPure, Const) // Parameters: // TSubclassOfInInteractable (Parm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePickupsSubsystem::IsTargetConsumableByClass(TSubclassOf InInteractable) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickupsSubsystem", "IsTargetConsumableByClass"); Params::NocePickupsSubsystem_IsTargetConsumableByClass Parms{}; Parms.InInteractable = InInteractable; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePickupsSubsystem.IsTargetPickups // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class ANocePickupConsumable* InConsumable (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePickupsSubsystem::IsTargetPickups(class ANocePickupConsumable* InConsumable) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickupsSubsystem", "IsTargetPickups"); Params::NocePickupsSubsystem_IsTargetPickups Parms{}; Parms.InConsumable = InConsumable; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePickupsSubsystem.IsUnseenDynamicPickupsPoint // (Final, Native, Protected, BlueprintCallable, BlueprintPure, Const) // Parameters: // class ANocePickupsPoint* InPickupsPoint (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePickupsSubsystem::IsUnseenDynamicPickupsPoint(class ANocePickupsPoint* InPickupsPoint) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePickupsSubsystem", "IsUnseenDynamicPickupsPoint"); Params::NocePickupsSubsystem_IsUnseenDynamicPickupsPoint Parms{}; Parms.InPickupsPoint = InPickupsPoint; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerAnimInstance.BP_GetSlopeBlendRatio // (Event, Public, BlueprintEvent) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNocePlayerAnimInstance::BP_GetSlopeBlendRatio() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerAnimInstance", "BP_GetSlopeBlendRatio"); Params::NocePlayerAnimInstance_BP_GetSlopeBlendRatio Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function GameNoce.NocePlayerAnimInstance.CanApplyArmCorrect // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePlayerAnimInstance::CanApplyArmCorrect() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerAnimInstance", "CanApplyArmCorrect"); Params::NocePlayerAnimInstance_CanApplyArmCorrect Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerAnimInstance.ClearDelayResetGlawG_ABP_RatioTimer // (Final, Native, Public, BlueprintCallable) void UNocePlayerAnimInstance::ClearDelayResetGlawG_ABP_RatioTimer() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerAnimInstance", "ClearDelayResetGlawG_ABP_RatioTimer"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerAnimInstance.DelayResetGlawG_ABP_Ratio // (Final, Native, Public, BlueprintCallable) // Parameters: // float InDelayTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerAnimInstance::DelayResetGlawG_ABP_Ratio(float InDelayTime) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerAnimInstance", "DelayResetGlawG_ABP_Ratio"); Params::NocePlayerAnimInstance_DelayResetGlawG_ABP_Ratio Parms{}; Parms.InDelayTime = InDelayTime; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerAnimInstance.GetCanEnterAttack // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePlayerAnimInstance::GetCanEnterAttack() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerAnimInstance", "GetCanEnterAttack"); Params::NocePlayerAnimInstance_GetCanEnterAttack Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerAnimInstance.GetCanEnterDodge // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePlayerAnimInstance::GetCanEnterDodge() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerAnimInstance", "GetCanEnterDodge"); Params::NocePlayerAnimInstance_GetCanEnterDodge Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerAnimInstance.GetFootIKInterpSpeedCurrent // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNocePlayerAnimInstance::GetFootIKInterpSpeedCurrent() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerAnimInstance", "GetFootIKInterpSpeedCurrent"); Params::NocePlayerAnimInstance_GetFootIKInterpSpeedCurrent Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerAnimInstance.GetHitReactionActive // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePlayerAnimInstance::GetHitReactionActive() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerAnimInstance", "GetHitReactionActive"); Params::NocePlayerAnimInstance_GetHitReactionActive Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerAnimInstance.GetHitReactionAlpha // (Final, Native, Public, BlueprintCallable) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNocePlayerAnimInstance::GetHitReactionAlpha() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerAnimInstance", "GetHitReactionAlpha"); Params::NocePlayerAnimInstance_GetHitReactionAlpha Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerAnimInstance.GetHitReactionTransform // (Final, Native, Public, HasDefaults, BlueprintCallable) // Parameters: // struct FTransform ReturnValue (Parm, OutParm, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) struct FTransform UNocePlayerAnimInstance::GetHitReactionTransform() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerAnimInstance", "GetHitReactionTransform"); Params::NocePlayerAnimInstance_GetHitReactionTransform Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerAnimInstance.GetInSeamless // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePlayerAnimInstance::GetInSeamless() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerAnimInstance", "GetInSeamless"); Params::NocePlayerAnimInstance_GetInSeamless Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerAnimInstance.GetInteractType // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // ENoceInteractType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENoceInteractType UNocePlayerAnimInstance::GetInteractType() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerAnimInstance", "GetInteractType"); Params::NocePlayerAnimInstance_GetInteractType Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerAnimInstance.GetIsInAir // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePlayerAnimInstance::GetIsInAir() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerAnimInstance", "GetIsInAir"); Params::NocePlayerAnimInstance_GetIsInAir Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerAnimInstance.GetIsOnSlopeSkirtControl // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePlayerAnimInstance::GetIsOnSlopeSkirtControl() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerAnimInstance", "GetIsOnSlopeSkirtControl"); Params::NocePlayerAnimInstance_GetIsOnSlopeSkirtControl Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerAnimInstance.GetPlayerFSMTag // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // struct FGameplayTag ReturnValue (Parm, OutParm, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) struct FGameplayTag UNocePlayerAnimInstance::GetPlayerFSMTag() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerAnimInstance", "GetPlayerFSMTag"); Params::NocePlayerAnimInstance_GetPlayerFSMTag Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerAnimInstance.GetPlayerHideFromRecoverIndicator // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePlayerAnimInstance::GetPlayerHideFromRecoverIndicator() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerAnimInstance", "GetPlayerHideFromRecoverIndicator"); Params::NocePlayerAnimInstance_GetPlayerHideFromRecoverIndicator Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerAnimInstance.HandleHitPoint // (Final, Native, Public, HasDefaults, BlueprintCallable) // Parameters: // const struct FVector& InHitPoint (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FVector& AttackDirection (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerAnimInstance::HandleHitPoint(const struct FVector& InHitPoint, const struct FVector& AttackDirection) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerAnimInstance", "HandleHitPoint"); Params::NocePlayerAnimInstance_HandleHitPoint Parms{}; Parms.InHitPoint = std::move(InHitPoint); Parms.AttackDirection = std::move(AttackDirection); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerAnimInstance.IsNarrowMoveInteractType // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePlayerAnimInstance::IsNarrowMoveInteractType() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerAnimInstance", "IsNarrowMoveInteractType"); Params::NocePlayerAnimInstance_IsNarrowMoveInteractType Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerAnimInstance.IsNarrowMoveNormal // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePlayerAnimInstance::IsNarrowMoveNormal() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerAnimInstance", "IsNarrowMoveNormal"); Params::NocePlayerAnimInstance_IsNarrowMoveNormal Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerAnimInstance.IsNarrowMoveShort // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePlayerAnimInstance::IsNarrowMoveShort() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerAnimInstance", "IsNarrowMoveShort"); Params::NocePlayerAnimInstance_IsNarrowMoveShort Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerAnimInstance.IsSlopeAdjustmentEnable // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePlayerAnimInstance::IsSlopeAdjustmentEnable() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerAnimInstance", "IsSlopeAdjustmentEnable"); Params::NocePlayerAnimInstance_IsSlopeAdjustmentEnable Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerAnimInstance.IsUFOWeaponFocusAttack // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePlayerAnimInstance::IsUFOWeaponFocusAttack() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerAnimInstance", "IsUFOWeaponFocusAttack"); Params::NocePlayerAnimInstance_IsUFOWeaponFocusAttack Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerAnimInstance.IsUsingKatana // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePlayerAnimInstance::IsUsingKatana() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerAnimInstance", "IsUsingKatana"); Params::NocePlayerAnimInstance_IsUsingKatana Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerAnimInstance.OnDelayResetGlawG_ABP_Ratio // (Final, Native, Public) void UNocePlayerAnimInstance::OnDelayResetGlawG_ABP_Ratio() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerAnimInstance", "OnDelayResetGlawG_ABP_Ratio"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerAnimInstance.QueueDodgeState // (Final, Native, Public, BlueprintCallable) void UNocePlayerAnimInstance::QueueDodgeState() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerAnimInstance", "QueueDodgeState"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerAnimInstance.QueueStaminaState // (Final, Native, Public, BlueprintCallable) void UNocePlayerAnimInstance::QueueStaminaState() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerAnimInstance", "QueueStaminaState"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerAnimInstance.ReplaceSetFurClawGRigidBodyAlpha // (Native, Event, Public, BlueprintEvent) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerAnimInstance::ReplaceSetFurClawGRigidBodyAlpha(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerAnimInstance", "ReplaceSetFurClawGRigidBodyAlpha"); Params::NocePlayerAnimInstance_ReplaceSetFurClawGRigidBodyAlpha Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerAnimInstance.ReplaceSetFurClawRigidBodyAlpha // (Native, Event, Public, BlueprintEvent) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerAnimInstance::ReplaceSetFurClawRigidBodyAlpha(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerAnimInstance", "ReplaceSetFurClawRigidBodyAlpha"); Params::NocePlayerAnimInstance_ReplaceSetFurClawRigidBodyAlpha Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerAnimInstance.SetClawG_ABP_Ratio // (Final, Native, Public, BlueprintCallable) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerAnimInstance::SetClawG_ABP_Ratio(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerAnimInstance", "SetClawG_ABP_Ratio"); Params::NocePlayerAnimInstance_SetClawG_ABP_Ratio Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerAnimInstance.SetClawG_Switch // (Final, Native, Public, BlueprintCallable) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerAnimInstance::SetClawG_Switch(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerAnimInstance", "SetClawG_Switch"); Params::NocePlayerAnimInstance_SetClawG_Switch Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerAnimInstance.SetDeathType // (Final, Native, Public, BlueprintCallable) // Parameters: // ENoceDeathType InDeathType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerAnimInstance::SetDeathType(ENoceDeathType InDeathType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerAnimInstance", "SetDeathType"); Params::NocePlayerAnimInstance_SetDeathType Parms{}; Parms.InDeathType = InDeathType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerAnimInstance.SetFurClawGRigidBodyAlpha // (Final, Native, Public, BlueprintCallable) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerAnimInstance::SetFurClawGRigidBodyAlpha(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerAnimInstance", "SetFurClawGRigidBodyAlpha"); Params::NocePlayerAnimInstance_SetFurClawGRigidBodyAlpha Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerAnimInstance.SetFurClawRigidBodyAlpha // (Final, Native, Public, BlueprintCallable) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerAnimInstance::SetFurClawRigidBodyAlpha(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerAnimInstance", "SetFurClawRigidBodyAlpha"); Params::NocePlayerAnimInstance_SetFurClawRigidBodyAlpha Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerAnimInstance.SetHairRigidBodyAlpha // (Final, Native, Public, BlueprintCallable) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerAnimInstance::SetHairRigidBodyAlpha(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerAnimInstance", "SetHairRigidBodyAlpha"); Params::NocePlayerAnimInstance_SetHairRigidBodyAlpha Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerAnimInstance.SetJogStartEndBlendTimer // (Final, Native, Protected, BlueprintCallable) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerAnimInstance::SetJogStartEndBlendTimer(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerAnimInstance", "SetJogStartEndBlendTimer"); Params::NocePlayerAnimInstance_SetJogStartEndBlendTimer Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerAnimInstance.SetPlayerHideFromRecoverIndicator // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerAnimInstance::SetPlayerHideFromRecoverIndicator(bool InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerAnimInstance", "SetPlayerHideFromRecoverIndicator"); Params::NocePlayerAnimInstance_SetPlayerHideFromRecoverIndicator Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerAnimInstance.SetSeamlessStayInSprint // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerAnimInstance::SetSeamlessStayInSprint(bool InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerAnimInstance", "SetSeamlessStayInSprint"); Params::NocePlayerAnimInstance_SetSeamlessStayInSprint Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerAnimInstance.SetWeaponMotionType // (Final, Native, Public, BlueprintCallable) // Parameters: // ENoceWeaponMotionType InWeaponMotionType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerAnimInstance::SetWeaponMotionType(ENoceWeaponMotionType InWeaponMotionType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerAnimInstance", "SetWeaponMotionType"); Params::NocePlayerAnimInstance_SetWeaponMotionType Parms{}; Parms.InWeaponMotionType = InWeaponMotionType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerAnimInstance.SetWeaponName // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName InWeaponName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerAnimInstance::SetWeaponName(class FName InWeaponName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerAnimInstance", "SetWeaponName"); Params::NocePlayerAnimInstance_SetWeaponName Parms{}; Parms.InWeaponName = InWeaponName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerAnimInstance.UpdateHitReaction // (Final, Native, Public, BlueprintCallable) // Parameters: // float DeltaTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerAnimInstance::UpdateHitReaction(float DeltaTime) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerAnimInstance", "UpdateHitReaction"); Params::NocePlayerAnimInstance_UpdateHitReaction Parms{}; Parms.DeltaTime = DeltaTime; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerAnimInstance.UpdateStateTag // (Final, Native, Public, BlueprintCallable) // Parameters: // float DeltaSeconds (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerAnimInstance::UpdateStateTag(float DeltaSeconds) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerAnimInstance", "UpdateStateTag"); Params::NocePlayerAnimInstance_UpdateStateTag Parms{}; Parms.DeltaSeconds = DeltaSeconds; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerAnimInstance.GetClawG_ABP_Ratio // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNocePlayerAnimInstance::GetClawG_ABP_Ratio() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerAnimInstance", "GetClawG_ABP_Ratio"); Params::NocePlayerAnimInstance_GetClawG_ABP_Ratio Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerAnimInstance.GetClawG_Switch // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNocePlayerAnimInstance::GetClawG_Switch() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerAnimInstance", "GetClawG_Switch"); Params::NocePlayerAnimInstance_GetClawG_Switch Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerAnimInstance.GetFurClawGRigidBodyAlpha // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNocePlayerAnimInstance::GetFurClawGRigidBodyAlpha() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerAnimInstance", "GetFurClawGRigidBodyAlpha"); Params::NocePlayerAnimInstance_GetFurClawGRigidBodyAlpha Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerAnimInstance.GetFurClawRigidBodyAlpha // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNocePlayerAnimInstance::GetFurClawRigidBodyAlpha() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerAnimInstance", "GetFurClawRigidBodyAlpha"); Params::NocePlayerAnimInstance_GetFurClawRigidBodyAlpha Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerAnimInstance.GetHairRigidBodyAlpha // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNocePlayerAnimInstance::GetHairRigidBodyAlpha() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerAnimInstance", "GetHairRigidBodyAlpha"); Params::NocePlayerAnimInstance_GetHairRigidBodyAlpha Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerAnimInstance.GetPlayerCharacter // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class ANocePlayerCharacter* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class ANocePlayerCharacter* UNocePlayerAnimInstance::GetPlayerCharacter() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerAnimInstance", "GetPlayerCharacter"); Params::NocePlayerAnimInstance_GetPlayerCharacter Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerAnimInstance.GetSeamlessStayInSprint // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePlayerAnimInstance::GetSeamlessStayInSprint() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerAnimInstance", "GetSeamlessStayInSprint"); Params::NocePlayerAnimInstance_GetSeamlessStayInSprint Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerAnimInstance.GetSeamlessToIdle // (Native, Event, Public, BlueprintEvent, Const) // Parameters: // const bool ReturnValue (ConstParm, Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) const bool UNocePlayerAnimInstance::GetSeamlessToIdle() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerAnimInstance", "GetSeamlessToIdle"); Params::NocePlayerAnimInstance_GetSeamlessToIdle Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerAnimInstance.GetWeaponMotionType // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // ENoceWeaponMotionType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENoceWeaponMotionType UNocePlayerAnimInstance::GetWeaponMotionType() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerAnimInstance", "GetWeaponMotionType"); Params::NocePlayerAnimInstance_GetWeaponMotionType Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerAnimInstance.IsDuringChagneWeaponMotion // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePlayerAnimInstance::IsDuringChagneWeaponMotion() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerAnimInstance", "IsDuringChagneWeaponMotion"); Params::NocePlayerAnimInstance_IsDuringChagneWeaponMotion Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerAnimInstance.ReplaceGetFurClawGRigidBodyAlpha // (Native, Event, Public, BlueprintCallable, BlueprintEvent, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNocePlayerAnimInstance::ReplaceGetFurClawGRigidBodyAlpha() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerAnimInstance", "ReplaceGetFurClawGRigidBodyAlpha"); Params::NocePlayerAnimInstance_ReplaceGetFurClawGRigidBodyAlpha Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerAnimInstance.ReplaceGetFurClawRigidBodyAlpha // (Native, Event, Public, BlueprintCallable, BlueprintEvent, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNocePlayerAnimInstance::ReplaceGetFurClawRigidBodyAlpha() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerAnimInstance", "ReplaceGetFurClawRigidBodyAlpha"); Params::NocePlayerAnimInstance_ReplaceGetFurClawRigidBodyAlpha Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerAttackInfoComponent.HandleOnPossessed // (Final, Native, Protected) // Parameters: // bool InPossessed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerAttackInfoComponent::HandleOnPossessed(bool InPossessed) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerAttackInfoComponent", "HandleOnPossessed"); Params::NocePlayerAttackInfoComponent_HandleOnPossessed Parms{}; Parms.InPossessed = InPossessed; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerCharacter.ApplyDeathType // (Final, Native, Public, BlueprintCallable) // Parameters: // ENoceDeathType InDeathType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerCharacter::ApplyDeathType(ENoceDeathType InDeathType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "ApplyDeathType"); Params::NocePlayerCharacter_ApplyDeathType Parms{}; Parms.InDeathType = InDeathType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerCharacter.ApplyPlayerOutfit // (Final, Native, Public, BlueprintCallable) // Parameters: // ENocePlayerOutfit InPlayerOutfit (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerCharacter::ApplyPlayerOutfit(ENocePlayerOutfit InPlayerOutfit) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "ApplyPlayerOutfit"); Params::NocePlayerCharacter_ApplyPlayerOutfit Parms{}; Parms.InPlayerOutfit = InPlayerOutfit; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerCharacter.CanAccepInputActionAttack // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool InFromRealInput (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::CanAccepInputActionAttack(bool InFromRealInput) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "CanAccepInputActionAttack"); Params::NocePlayerCharacter_CanAccepInputActionAttack Parms{}; Parms.InFromRealInput = InFromRealInput; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.CanAcceptInputActionBasic // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::CanAcceptInputActionBasic() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "CanAcceptInputActionBasic"); Params::NocePlayerCharacter_CanAcceptInputActionBasic Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.CanAcceptInputActionDodge // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::CanAcceptInputActionDodge() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "CanAcceptInputActionDodge"); Params::NocePlayerCharacter_CanAcceptInputActionDodge Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.CanAcceptInputActionInteract // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::CanAcceptInputActionInteract() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "CanAcceptInputActionInteract"); Params::NocePlayerCharacter_CanAcceptInputActionInteract Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.CanAcceptInputByStaminaStatus // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // ENoceInputAction InInputAction (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::CanAcceptInputByStaminaStatus(ENoceInputAction InInputAction) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "CanAcceptInputByStaminaStatus"); Params::NocePlayerCharacter_CanAcceptInputByStaminaStatus Parms{}; Parms.InInputAction = InInputAction; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.CanAcceptInputClawTransform // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::CanAcceptInputClawTransform() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "CanAcceptInputClawTransform"); Params::NocePlayerCharacter_CanAcceptInputClawTransform Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.CanAcceptInputFocus // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::CanAcceptInputFocus() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "CanAcceptInputFocus"); Params::NocePlayerCharacter_CanAcceptInputFocus Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.CanAcceptLinkMotionAttack // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::CanAcceptLinkMotionAttack() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "CanAcceptLinkMotionAttack"); Params::NocePlayerCharacter_CanAcceptLinkMotionAttack Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.CanAutoCounter // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::CanAutoCounter() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "CanAutoCounter"); Params::NocePlayerCharacter_CanAutoCounter Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.CanShowInteractHint // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::CanShowInteractHint() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "CanShowInteractHint"); Params::NocePlayerCharacter_CanShowInteractHint Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.CanUseJustDodgeCounter // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::CanUseJustDodgeCounter() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "CanUseJustDodgeCounter"); Params::NocePlayerCharacter_CanUseJustDodgeCounter Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.CheckPlayerType // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // ENocePlayerType PlayerType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::CheckPlayerType(ENocePlayerType PlayerType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "CheckPlayerType"); Params::NocePlayerCharacter_CheckPlayerType Parms{}; Parms.PlayerType = PlayerType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.ClearCachedSprintInput // (Final, Native, Public, BlueprintCallable) void ANocePlayerCharacter::ClearCachedSprintInput() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "ClearCachedSprintInput"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerCharacter.ClearHandleForceClawTransformTimer // (Final, Native, Public, BlueprintCallable) void ANocePlayerCharacter::ClearHandleForceClawTransformTimer() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "ClearHandleForceClawTransformTimer"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerCharacter.ClearShiromukuRevive // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName InToken (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerCharacter::ClearShiromukuRevive(class FName InToken, int32 InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "ClearShiromukuRevive"); Params::NocePlayerCharacter_ClearShiromukuRevive Parms{}; Parms.InToken = InToken; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerCharacter.DuringUpperBodyMotion // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::DuringUpperBodyMotion() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "DuringUpperBodyMotion"); Params::NocePlayerCharacter_DuringUpperBodyMotion Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.DuringUseShortcutItemMotion // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::DuringUseShortcutItemMotion() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "DuringUseShortcutItemMotion"); Params::NocePlayerCharacter_DuringUseShortcutItemMotion Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.EnableMaterialSlotsClaw_BP // (Event, Public, BlueprintEvent) // Parameters: // bool InEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerCharacter::EnableMaterialSlotsClaw_BP(bool InEnable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "EnableMaterialSlotsClaw_BP"); Params::NocePlayerCharacter_EnableMaterialSlotsClaw_BP Parms{}; Parms.InEnable = InEnable; UObject::ProcessEvent(Func, &Parms); } // Function GameNoce.NocePlayerCharacter.EnableMaterialSlotsClawG_BP // (Event, Public, BlueprintEvent) // Parameters: // bool InEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerCharacter::EnableMaterialSlotsClawG_BP(bool InEnable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "EnableMaterialSlotsClawG_BP"); Params::NocePlayerCharacter_EnableMaterialSlotsClawG_BP Parms{}; Parms.InEnable = InEnable; UObject::ProcessEvent(Func, &Parms); } // Function GameNoce.NocePlayerCharacter.FindCounterTarget_BP // (Event, Public, BlueprintEvent) // Parameters: // bool InCounterHint (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool InFromRealInput (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class AActor* ANocePlayerCharacter::FindCounterTarget_BP(bool InCounterHint, bool InFromRealInput) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "FindCounterTarget_BP"); Params::NocePlayerCharacter_FindCounterTarget_BP Parms{}; Parms.InCounterHint = InCounterHint; Parms.InFromRealInput = InFromRealInput; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.ForceClawGToClaw // (Final, Native, Public, BlueprintCallable) void ANocePlayerCharacter::ForceClawGToClaw() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "ForceClawGToClaw"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerCharacter.ForceClawToClawG // (Final, Native, Public, BlueprintCallable) void ANocePlayerCharacter::ForceClawToClawG() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "ForceClawToClawG"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerCharacter.GetCacheInteractionType // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // ENoceInteractType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENoceInteractType ANocePlayerCharacter::GetCacheInteractionType() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "GetCacheInteractionType"); Params::NocePlayerCharacter_GetCacheInteractionType Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.GetClawTransform // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ANocePlayerCharacter::GetClawTransform() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "GetClawTransform"); Params::NocePlayerCharacter_GetClawTransform Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.GetComboCanBeAxeDefensed // (Final, Native, Public, BlueprintCallable) // Parameters: // class AActor* InTarget (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName InComboName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::GetComboCanBeAxeDefensed(class AActor* InTarget, class FName InComboName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "GetComboCanBeAxeDefensed"); Params::NocePlayerCharacter_GetComboCanBeAxeDefensed Parms{}; Parms.InTarget = InTarget; Parms.InComboName = InComboName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.GetComboCanBeKatanaDefensed // (Final, Native, Public, BlueprintCallable) // Parameters: // class AActor* InTarget (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName InComboName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::GetComboCanBeKatanaDefensed(class AActor* InTarget, class FName InComboName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "GetComboCanBeKatanaDefensed"); Params::NocePlayerCharacter_GetComboCanBeKatanaDefensed Parms{}; Parms.InTarget = InTarget; Parms.InComboName = InComboName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.GetComboCheckInfo // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // class AActor* InTarget (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName InComboName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool* OutCheckJustDodge (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool* OutCheckInvincible (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool* OutCheckOmamoriKagami (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerCharacter::GetComboCheckInfo(class AActor* InTarget, class FName InComboName, bool* OutCheckJustDodge, bool* OutCheckInvincible, bool* OutCheckOmamoriKagami) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "GetComboCheckInfo"); Params::NocePlayerCharacter_GetComboCheckInfo Parms{}; Parms.InTarget = InTarget; Parms.InComboName = InComboName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutCheckJustDodge != nullptr) *OutCheckJustDodge = Parms.OutCheckJustDodge; if (OutCheckInvincible != nullptr) *OutCheckInvincible = Parms.OutCheckInvincible; if (OutCheckOmamoriKagami != nullptr) *OutCheckOmamoriKagami = Parms.OutCheckOmamoriKagami; } // Function GameNoce.NocePlayerCharacter.GetCurrentMaxSanityRatio // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ANocePlayerCharacter::GetCurrentMaxSanityRatio() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "GetCurrentMaxSanityRatio"); Params::NocePlayerCharacter_GetCurrentMaxSanityRatio Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.GetEnemyInSightDistance // (Final, Native, Public, BlueprintCallable) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ANocePlayerCharacter::GetEnemyInSightDistance() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "GetEnemyInSightDistance"); Params::NocePlayerCharacter_GetEnemyInSightDistance Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.GetEnemyInSightNumber // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 ANocePlayerCharacter::GetEnemyInSightNumber() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "GetEnemyInSightNumber"); Params::NocePlayerCharacter_GetEnemyInSightNumber Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.GetHaveCachedSprintInput // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::GetHaveCachedSprintInput() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "GetHaveCachedSprintInput"); Params::NocePlayerCharacter_GetHaveCachedSprintInput Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.GetHaveKatanaScabbard // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::GetHaveKatanaScabbard() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "GetHaveKatanaScabbard"); Params::NocePlayerCharacter_GetHaveKatanaScabbard Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.GetHitAngleCanBeDefensed // (Final, Native, Public, BlueprintCallable) // Parameters: // float InHitAngle (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InHalfAngle (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::GetHitAngleCanBeDefensed(float InHitAngle, float InHalfAngle) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "GetHitAngleCanBeDefensed"); Params::NocePlayerCharacter_GetHitAngleCanBeDefensed Parms{}; Parms.InHitAngle = InHitAngle; Parms.InHalfAngle = InHalfAngle; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.GetIsInEvent // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::GetIsInEvent() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "GetIsInEvent"); Params::NocePlayerCharacter_GetIsInEvent Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.GetIsInExamineMode // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::GetIsInExamineMode() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "GetIsInExamineMode"); Params::NocePlayerCharacter_GetIsInExamineMode Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.GetIsOnSlopeSkirtControl // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::GetIsOnSlopeSkirtControl() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "GetIsOnSlopeSkirtControl"); Params::NocePlayerCharacter_GetIsOnSlopeSkirtControl Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.GetIsUnpossessed // (Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::GetIsUnpossessed() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "GetIsUnpossessed"); Params::NocePlayerCharacter_GetIsUnpossessed Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.GetIsUsingGimmick // (Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::GetIsUsingGimmick() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "GetIsUsingGimmick"); Params::NocePlayerCharacter_GetIsUsingGimmick Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.GetLowHealthRatio // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ANocePlayerCharacter::GetLowHealthRatio() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "GetLowHealthRatio"); Params::NocePlayerCharacter_GetLowHealthRatio Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.GetMaxClawTransform // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ANocePlayerCharacter::GetMaxClawTransform() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "GetMaxClawTransform"); Params::NocePlayerCharacter_GetMaxClawTransform Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.GetNeedCheckSuperArmor // (Final, Native, Public, BlueprintCallable) // Parameters: // class AActor* InTarget (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName InComboName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::GetNeedCheckSuperArmor(class AActor* InTarget, class FName InComboName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "GetNeedCheckSuperArmor"); Params::NocePlayerCharacter_GetNeedCheckSuperArmor Parms{}; Parms.InTarget = InTarget; Parms.InComboName = InComboName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.GetShiromukuReviveFrequency // (Final, Native, Public, BlueprintCallable) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ANocePlayerCharacter::GetShiromukuReviveFrequency() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "GetShiromukuReviveFrequency"); Params::NocePlayerCharacter_GetShiromukuReviveFrequency Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.GetShiromukuReviveIntenisy // (Final, Native, Public, BlueprintCallable) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ANocePlayerCharacter::GetShiromukuReviveIntenisy() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "GetShiromukuReviveIntenisy"); Params::NocePlayerCharacter_GetShiromukuReviveIntenisy Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.GetWeaponBreakAttackRatio // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ANocePlayerCharacter::GetWeaponBreakAttackRatio() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "GetWeaponBreakAttackRatio"); Params::NocePlayerCharacter_GetWeaponBreakAttackRatio Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.HandleClawTransform // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InTransformToClawG (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerCharacter::HandleClawTransform(bool InTransformToClawG) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "HandleClawTransform"); Params::NocePlayerCharacter_HandleClawTransform Parms{}; Parms.InTransformToClawG = InTransformToClawG; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerCharacter.HandleClawTransform_BP // (Event, Protected, BlueprintEvent) // Parameters: // bool InTransformToClawG (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerCharacter::HandleClawTransform_BP(bool InTransformToClawG) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "HandleClawTransform_BP"); Params::NocePlayerCharacter_HandleClawTransform_BP Parms{}; Parms.InTransformToClawG = InTransformToClawG; UObject::ProcessEvent(Func, &Parms); } // Function GameNoce.NocePlayerCharacter.HandleEnemyInSightNumberChanged // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 InNumber (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerCharacter::HandleEnemyInSightNumberChanged(int32 InNumber) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "HandleEnemyInSightNumberChanged"); Params::NocePlayerCharacter_HandleEnemyInSightNumberChanged Parms{}; Parms.InNumber = InNumber; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerCharacter.HandleForceClawTransform // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InToClawG (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerCharacter::HandleForceClawTransform(bool InToClawG) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "HandleForceClawTransform"); Params::NocePlayerCharacter_HandleForceClawTransform Parms{}; Parms.InToClawG = InToClawG; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerCharacter.HandleJustDodge // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const struct FNoceAttackHitResult& InHitResult (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic) void ANocePlayerCharacter::HandleJustDodge(const struct FNoceAttackHitResult& InHitResult) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "HandleJustDodge"); Params::NocePlayerCharacter_HandleJustDodge Parms{}; Parms.InHitResult = std::move(InHitResult); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerCharacter.HandleJustDodge_BP // (Event, Public, HasOutParams, BlueprintEvent) // Parameters: // const struct FNoceAttackHitResult& InHitResult (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic) void ANocePlayerCharacter::HandleJustDodge_BP(const struct FNoceAttackHitResult& InHitResult) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "HandleJustDodge_BP"); Params::NocePlayerCharacter_HandleJustDodge_BP Parms{}; Parms.InHitResult = std::move(InHitResult); UObject::ProcessEvent(Func, &Parms); } // Function GameNoce.NocePlayerCharacter.HandleOnEnemyDamaged // (Final, Native, Public, BlueprintCallable) // Parameters: // class AActor* InHitActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InDamage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool InIsDead (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerCharacter::HandleOnEnemyDamaged(class AActor* InHitActor, float InDamage, bool InIsDead) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "HandleOnEnemyDamaged"); Params::NocePlayerCharacter_HandleOnEnemyDamaged Parms{}; Parms.InHitActor = InHitActor; Parms.InDamage = InDamage; Parms.InIsDead = InIsDead; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerCharacter.HandleOnHeightFogUpdate // (Final, Native, Public) void ANocePlayerCharacter::HandleOnHeightFogUpdate() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "HandleOnHeightFogUpdate"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerCharacter.HandleRestartGame // (Final, Native, Public, BlueprintCallable) void ANocePlayerCharacter::HandleRestartGame() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "HandleRestartGame"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerCharacter.HandleWaitForLevelReady // (Native, Public, BlueprintCallable) void ANocePlayerCharacter::HandleWaitForLevelReady() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "HandleWaitForLevelReady"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerCharacter.HandleWaitForLevelReady_BP // (Event, Public, BlueprintEvent) void ANocePlayerCharacter::HandleWaitForLevelReady_BP() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "HandleWaitForLevelReady_BP"); UObject::ProcessEvent(Func, nullptr); } // Function GameNoce.NocePlayerCharacter.HasClawAlterType // (Final, Native, Public, BlueprintCallable) // Parameters: // ENoceClawAlterType InClawAlterType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::HasClawAlterType(ENoceClawAlterType InClawAlterType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "HasClawAlterType"); Params::NocePlayerCharacter_HasClawAlterType Parms{}; Parms.InClawAlterType = InClawAlterType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.HasPlayerBegunPlayer // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::HasPlayerBegunPlayer() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "HasPlayerBegunPlayer"); Params::NocePlayerCharacter_HasPlayerBegunPlayer Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.HasPlayerController // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::HasPlayerController() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "HasPlayerController"); Params::NocePlayerCharacter_HasPlayerController Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.HaveCounterTarget // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InCounterHint (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::HaveCounterTarget(bool InCounterHint) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "HaveCounterTarget"); Params::NocePlayerCharacter_HaveCounterTarget Parms{}; Parms.InCounterHint = InCounterHint; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.HaveCounterTargetBasic // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InFromRealInput (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::HaveCounterTargetBasic(bool InFromRealInput) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "HaveCounterTargetBasic"); Params::NocePlayerCharacter_HaveCounterTargetBasic Parms{}; Parms.InFromRealInput = InFromRealInput; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.InAttackStateMachine // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::InAttackStateMachine() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "InAttackStateMachine"); Params::NocePlayerCharacter_InAttackStateMachine Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.InCounterState // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::InCounterState() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "InCounterState"); Params::NocePlayerCharacter_InCounterState Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.InDamageState // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::InDamageState() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "InDamageState"); Params::NocePlayerCharacter_InDamageState Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.InDeadState // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::InDeadState() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "InDeadState"); Params::NocePlayerCharacter_InDeadState Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.InFocusAttack // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::InFocusAttack() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "InFocusAttack"); Params::NocePlayerCharacter_InFocusAttack Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.InFocusCharged // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::InFocusCharged() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "InFocusCharged"); Params::NocePlayerCharacter_InFocusCharged Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.InHeavyAttack // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::InHeavyAttack() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "InHeavyAttack"); Params::NocePlayerCharacter_InHeavyAttack Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.InitHinaSkirtOverridePhATForPreview // (Final, Native, Protected, BlueprintCallable) void ANocePlayerCharacter::InitHinaSkirtOverridePhATForPreview() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "InitHinaSkirtOverridePhATForPreview"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerCharacter.InJustDodge // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::InJustDodge() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "InJustDodge"); Params::NocePlayerCharacter_InJustDodge Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.InRealBattleStatus // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::InRealBattleStatus() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "InRealBattleStatus"); Params::NocePlayerCharacter_InRealBattleStatus Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.InRespawnState // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::InRespawnState() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "InRespawnState"); Params::NocePlayerCharacter_InRespawnState Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.InStaminaTired // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::InStaminaTired() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "InStaminaTired"); Params::NocePlayerCharacter_InStaminaTired Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.IsBossFightMode // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::IsBossFightMode() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "IsBossFightMode"); Params::NocePlayerCharacter_IsBossFightMode Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.IsChangeWeapon // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::IsChangeWeapon() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "IsChangeWeapon"); Params::NocePlayerCharacter_IsChangeWeapon Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.IsChaseMode // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::IsChaseMode() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "IsChaseMode"); Params::NocePlayerCharacter_IsChaseMode Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.IsClaw // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::IsClaw() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "IsClaw"); Params::NocePlayerCharacter_IsClaw Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.IsClawAttrackSoulState // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::IsClawAttrackSoulState() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "IsClawAttrackSoulState"); Params::NocePlayerCharacter_IsClawAttrackSoulState Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.IsClawG // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::IsClawG() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "IsClawG"); Params::NocePlayerCharacter_IsClawG Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.IsClawGTransformToClaw // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::IsClawGTransformToClaw() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "IsClawGTransformToClaw"); Params::NocePlayerCharacter_IsClawGTransformToClaw Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.IsClawTransformFull // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::IsClawTransformFull() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "IsClawTransformFull"); Params::NocePlayerCharacter_IsClawTransformFull Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.IsClawTransformState // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::IsClawTransformState() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "IsClawTransformState"); Params::NocePlayerCharacter_IsClawTransformState Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.IsCorruptionLink // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::IsCorruptionLink() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "IsCorruptionLink"); Params::NocePlayerCharacter_IsCorruptionLink Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.IsCorruptionLinkExecution // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::IsCorruptionLinkExecution() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "IsCorruptionLinkExecution"); Params::NocePlayerCharacter_IsCorruptionLinkExecution Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.IsCustomUpperBody // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::IsCustomUpperBody() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "IsCustomUpperBody"); Params::NocePlayerCharacter_IsCustomUpperBody Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.IsDamageLimitHealth // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::IsDamageLimitHealth() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "IsDamageLimitHealth"); Params::NocePlayerCharacter_IsDamageLimitHealth Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.IsDamageTriggerJustDodge // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const struct FNoceAttackHitResult& InHitResult (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::IsDamageTriggerJustDodge(const struct FNoceAttackHitResult& InHitResult) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "IsDamageTriggerJustDodge"); Params::NocePlayerCharacter_IsDamageTriggerJustDodge Parms{}; Parms.InHitResult = std::move(InHitResult); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.IsDamageTriggerJustDodge_BP // (Event, Public, HasOutParams, BlueprintEvent) // Parameters: // const struct FNoceAttackHitResult& InHitResult (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::IsDamageTriggerJustDodge_BP(const struct FNoceAttackHitResult& InHitResult) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "IsDamageTriggerJustDodge_BP"); Params::NocePlayerCharacter_IsDamageTriggerJustDodge_BP Parms{}; Parms.InHitResult = std::move(InHitResult); UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.IsDamageWinceToAdditive // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::IsDamageWinceToAdditive() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "IsDamageWinceToAdditive"); Params::NocePlayerCharacter_IsDamageWinceToAdditive Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.IsDarkHinako // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::IsDarkHinako() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "IsDarkHinako"); Params::NocePlayerCharacter_IsDarkHinako Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.IsDodgeNoCostStamina // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::IsDodgeNoCostStamina() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "IsDodgeNoCostStamina"); Params::NocePlayerCharacter_IsDodgeNoCostStamina Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.IsDuringStateTransition // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::IsDuringStateTransition() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "IsDuringStateTransition"); Params::NocePlayerCharacter_IsDuringStateTransition Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.IsEnemyInSight // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::IsEnemyInSight() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "IsEnemyInSight"); Params::NocePlayerCharacter_IsEnemyInSight Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.IsEnemyLink // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::IsEnemyLink() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "IsEnemyLink"); Params::NocePlayerCharacter_IsEnemyLink Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.IsEnemyLinkExecution // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::IsEnemyLinkExecution() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "IsEnemyLinkExecution"); Params::NocePlayerCharacter_IsEnemyLinkExecution Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.IsForceBattling // (Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::IsForceBattling() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "IsForceBattling"); Params::NocePlayerCharacter_IsForceBattling Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.IsForceRunningNoCostStamina // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::IsForceRunningNoCostStamina() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "IsForceRunningNoCostStamina"); Params::NocePlayerCharacter_IsForceRunningNoCostStamina Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.IsForceTransformToClaw // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::IsForceTransformToClaw() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "IsForceTransformToClaw"); Params::NocePlayerCharacter_IsForceTransformToClaw Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.IsHellMode // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::IsHellMode() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "IsHellMode"); Params::NocePlayerCharacter_IsHellMode Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.IsHellModeDamage // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::IsHellModeDamage() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "IsHellModeDamage"); Params::NocePlayerCharacter_IsHellModeDamage Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.IsInBattling // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::IsInBattling() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "IsInBattling"); Params::NocePlayerCharacter_IsInBattling Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.IsInDodge // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::IsInDodge() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "IsInDodge"); Params::NocePlayerCharacter_IsInDodge Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.IsInLinkExecution // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::IsInLinkExecution() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "IsInLinkExecution"); Params::NocePlayerCharacter_IsInLinkExecution Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.IsInLocomotion // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::IsInLocomotion() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "IsInLocomotion"); Params::NocePlayerCharacter_IsInLocomotion Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.IsInLocomotionRun // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::IsInLocomotionRun() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "IsInLocomotionRun"); Params::NocePlayerCharacter_IsInLocomotionRun Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.IsInLowHealth // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::IsInLowHealth() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "IsInLowHealth"); Params::NocePlayerCharacter_IsInLowHealth Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.IsInRunning // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::IsInRunning() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "IsInRunning"); Params::NocePlayerCharacter_IsInRunning Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.IsInSafeZone // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::IsInSafeZone() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "IsInSafeZone"); Params::NocePlayerCharacter_IsInSafeZone Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.IsInteractForbit // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool InIsInstantFeedback (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::IsInteractForbit(bool InIsInstantFeedback) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "IsInteractForbit"); Params::NocePlayerCharacter_IsInteractForbit Parms{}; Parms.InIsInstantFeedback = InIsInstantFeedback; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.IsInteracting // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::IsInteracting() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "IsInteracting"); Params::NocePlayerCharacter_IsInteracting Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.IsJustDodgeCollisionEnabled // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::IsJustDodgeCollisionEnabled() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "IsJustDodgeCollisionEnabled"); Params::NocePlayerCharacter_IsJustDodgeCollisionEnabled Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.IsJustDodgeCollisionEnabled_BP // (Event, Public, BlueprintEvent) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::IsJustDodgeCollisionEnabled_BP() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "IsJustDodgeCollisionEnabled_BP"); Params::NocePlayerCharacter_IsJustDodgeCollisionEnabled_BP Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.IsLockOnTarget // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::IsLockOnTarget() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "IsLockOnTarget"); Params::NocePlayerCharacter_IsLockOnTarget Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.IsRagdolling // (Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::IsRagdolling() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "IsRagdolling"); Params::NocePlayerCharacter_IsRagdolling Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.IsSanityHasAttackBuffAccumulateValue // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::IsSanityHasAttackBuffAccumulateValue() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "IsSanityHasAttackBuffAccumulateValue"); Params::NocePlayerCharacter_IsSanityHasAttackBuffAccumulateValue Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.IsSeeingEnemy // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::IsSeeingEnemy() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "IsSeeingEnemy"); Params::NocePlayerCharacter_IsSeeingEnemy Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.IsShortcutItemLeftKeyDown // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::IsShortcutItemLeftKeyDown() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "IsShortcutItemLeftKeyDown"); Params::NocePlayerCharacter_IsShortcutItemLeftKeyDown Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.IsShowShortcutItemUI // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::IsShowShortcutItemUI() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "IsShowShortcutItemUI"); Params::NocePlayerCharacter_IsShowShortcutItemUI Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.IsTargetCounterable // (Final, Native, Public, BlueprintCallable) // Parameters: // class AActor* InTargetActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool InCounterHint (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::IsTargetCounterable(class AActor* InTargetActor, bool InCounterHint) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "IsTargetCounterable"); Params::NocePlayerCharacter_IsTargetCounterable Parms{}; Parms.InTargetActor = InTargetActor; Parms.InCounterHint = InCounterHint; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.IsTargetCounterableBasic // (Final, Native, Public, BlueprintCallable) // Parameters: // class AActor* InTargetActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::IsTargetCounterableBasic(class AActor* InTargetActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "IsTargetCounterableBasic"); Params::NocePlayerCharacter_IsTargetCounterableBasic Parms{}; Parms.InTargetActor = InTargetActor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.IsUnderShiromukuRevive2 // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::IsUnderShiromukuRevive2() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "IsUnderShiromukuRevive2"); Params::NocePlayerCharacter_IsUnderShiromukuRevive2 Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.IsUseShortcutItem // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::IsUseShortcutItem() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "IsUseShortcutItem"); Params::NocePlayerCharacter_IsUseShortcutItem Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.IsUsingFocus // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::IsUsingFocus() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "IsUsingFocus"); Params::NocePlayerCharacter_IsUsingFocus Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.IsWantToDoUpperBodyMotion // (Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::IsWantToDoUpperBodyMotion() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "IsWantToDoUpperBodyMotion"); Params::NocePlayerCharacter_IsWantToDoUpperBodyMotion Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.IsWeaponBreakForceKnockBack // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::IsWeaponBreakForceKnockBack() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "IsWeaponBreakForceKnockBack"); Params::NocePlayerCharacter_IsWeaponBreakForceKnockBack Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.IsWeaponBroken // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::IsWeaponBroken() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "IsWeaponBroken"); Params::NocePlayerCharacter_IsWeaponBroken Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.OnPlayerOutfitChanged // (Final, Native, Protected) // Parameters: // ENocePlayerOutfit InPlayerOutfit (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerCharacter::OnPlayerOutfitChanged(ENocePlayerOutfit InPlayerOutfit) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "OnPlayerOutfitChanged"); Params::NocePlayerCharacter_OnPlayerOutfitChanged Parms{}; Parms.InPlayerOutfit = InPlayerOutfit; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerCharacter.OnUpdateCharMeshTypeForCineChar // (Final, Native, Private) // Parameters: // ENocePlayerType InPlayerType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName InCharMeshRowName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerCharacter::OnUpdateCharMeshTypeForCineChar(ENocePlayerType InPlayerType, class FName InCharMeshRowName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "OnUpdateCharMeshTypeForCineChar"); Params::NocePlayerCharacter_OnUpdateCharMeshTypeForCineChar Parms{}; Parms.InPlayerType = InPlayerType; Parms.InCharMeshRowName = InCharMeshRowName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerCharacter.OnWeaponChanged_BP // (Event, Public, BlueprintEvent) // Parameters: // class ANoceWeapon* NewWeapon (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerCharacter::OnWeaponChanged_BP(class ANoceWeapon* NewWeapon) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "OnWeaponChanged_BP"); Params::NocePlayerCharacter_OnWeaponChanged_BP Parms{}; Parms.NewWeapon = NewWeapon; UObject::ProcessEvent(Func, &Parms); } // Function GameNoce.NocePlayerCharacter.RecordCachedSprintInput // (Final, Native, Public, BlueprintCallable) void ANocePlayerCharacter::RecordCachedSprintInput() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "RecordCachedSprintInput"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerCharacter.ResetATPCCamera // (Final, Native, Public, BlueprintCallable) void ANocePlayerCharacter::ResetATPCCamera() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "ResetATPCCamera"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerCharacter.ResetHinaSkirtOverridePhATForPreview // (Final, Native, Protected, BlueprintCallable) void ANocePlayerCharacter::ResetHinaSkirtOverridePhATForPreview() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "ResetHinaSkirtOverridePhATForPreview"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerCharacter.SetCacheInteractionType // (Final, Native, Public, BlueprintCallable) // Parameters: // ENoceInteractType InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerCharacter::SetCacheInteractionType(ENoceInteractType InType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "SetCacheInteractionType"); Params::NocePlayerCharacter_SetCacheInteractionType Parms{}; Parms.InType = InType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerCharacter.SetCanShowNotebookHintInGimmick // (Final, Native, Public, BlueprintCallable) // Parameters: // bool CanShow (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerCharacter::SetCanShowNotebookHintInGimmick(bool CanShow) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "SetCanShowNotebookHintInGimmick"); Params::NocePlayerCharacter_SetCanShowNotebookHintInGimmick Parms{}; Parms.CanShow = CanShow; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerCharacter.SetClawTransform // (Final, Native, Public) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerCharacter::SetClawTransform(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "SetClawTransform"); Params::NocePlayerCharacter_SetClawTransform Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerCharacter.SetControllerDesiredRotationRate // (Final, Native, Public, HasDefaults, BlueprintCallable) // Parameters: // const struct FRotator& InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void ANocePlayerCharacter::SetControllerDesiredRotationRate(const struct FRotator& InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "SetControllerDesiredRotationRate"); Params::NocePlayerCharacter_SetControllerDesiredRotationRate Parms{}; Parms.InValue = std::move(InValue); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerCharacter.SetCurrentMaxSanity // (Final, Native, Public) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerCharacter::SetCurrentMaxSanity(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "SetCurrentMaxSanity"); Params::NocePlayerCharacter_SetCurrentMaxSanity Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerCharacter.SetCurrentMaxSanityByRatio // (Final, Native, Public, BlueprintCallable) // Parameters: // float InRatio (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerCharacter::SetCurrentMaxSanityByRatio(float InRatio) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "SetCurrentMaxSanityByRatio"); Params::NocePlayerCharacter_SetCurrentMaxSanityByRatio Parms{}; Parms.InRatio = InRatio; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerCharacter.SetCurrentWeapon // (Final, Native, Public, BlueprintCallable) // Parameters: // class ANoceWeapon* InNewWeapon (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InCurrentDurability (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerCharacter::SetCurrentWeapon(class ANoceWeapon* InNewWeapon, float InCurrentDurability) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "SetCurrentWeapon"); Params::NocePlayerCharacter_SetCurrentWeapon Parms{}; Parms.InNewWeapon = InNewWeapon; Parms.InCurrentDurability = InCurrentDurability; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerCharacter.SetDebugSeqPlayer // (Final, Native, Public, BlueprintCallable) // Parameters: // class ULevelSequencePlayer* InPlayer (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerCharacter::SetDebugSeqPlayer(class ULevelSequencePlayer* InPlayer) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "SetDebugSeqPlayer"); Params::NocePlayerCharacter_SetDebugSeqPlayer Parms{}; Parms.InPlayer = InPlayer; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerCharacter.SetDefaultRotationRate // (Final, Native, Public, HasDefaults, BlueprintCallable) // Parameters: // const struct FRotator& InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) void ANocePlayerCharacter::SetDefaultRotationRate(const struct FRotator& InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "SetDefaultRotationRate"); Params::NocePlayerCharacter_SetDefaultRotationRate Parms{}; Parms.InValue = std::move(InValue); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerCharacter.SetExamineMode // (Final, Native, Public, BlueprintCallable) // Parameters: // bool IsEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerCharacter::SetExamineMode(bool IsEnable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "SetExamineMode"); Params::NocePlayerCharacter_SetExamineMode Parms{}; Parms.IsEnable = IsEnable; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerCharacter.SetForceBattling // (Final, Native, Public, BlueprintCallable) // Parameters: // bool IsEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerCharacter::SetForceBattling(bool IsEnable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "SetForceBattling"); Params::NocePlayerCharacter_SetForceBattling Parms{}; Parms.IsEnable = IsEnable; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerCharacter.SetForceRunningNoCostStamina // (Final, Native, Public, BlueprintCallable) // Parameters: // bool IsEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerCharacter::SetForceRunningNoCostStamina(bool IsEnable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "SetForceRunningNoCostStamina"); Params::NocePlayerCharacter_SetForceRunningNoCostStamina Parms{}; Parms.IsEnable = IsEnable; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerCharacter.SetHaveKatanaScabbard // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerCharacter::SetHaveKatanaScabbard(bool InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "SetHaveKatanaScabbard"); Params::NocePlayerCharacter_SetHaveKatanaScabbard Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerCharacter.SetInGimmickAnimationByKey // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FString& InKey (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool IsInAnimation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerCharacter::SetInGimmickAnimationByKey(const class FString& InKey, bool IsInAnimation) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "SetInGimmickAnimationByKey"); Params::NocePlayerCharacter_SetInGimmickAnimationByKey Parms{}; Parms.InKey = std::move(InKey); Parms.IsInAnimation = IsInAnimation; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerCharacter.SetIsForceOrientRotationToMovement // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InEnbale (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerCharacter::SetIsForceOrientRotationToMovement(bool InEnbale) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "SetIsForceOrientRotationToMovement"); Params::NocePlayerCharacter_SetIsForceOrientRotationToMovement Parms{}; Parms.InEnbale = InEnbale; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerCharacter.SetSanity // (Final, Native, Public) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerCharacter::SetSanity(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "SetSanity"); Params::NocePlayerCharacter_SetSanity Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerCharacter.SetSanityByRatio // (Final, Native, Public, BlueprintCallable) // Parameters: // float InRatio (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerCharacter::SetSanityByRatio(float InRatio) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "SetSanityByRatio"); Params::NocePlayerCharacter_SetSanityByRatio Parms{}; Parms.InRatio = InRatio; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerCharacter.SetStamina // (Final, Native, Public) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerCharacter::SetStamina(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "SetStamina"); Params::NocePlayerCharacter_SetStamina Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerCharacter.SetUsingGimmick // (Final, Native, Public, BlueprintCallable) // Parameters: // bool IsUsing (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerCharacter::SetUsingGimmick(bool IsUsing) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "SetUsingGimmick"); Params::NocePlayerCharacter_SetUsingGimmick Parms{}; Parms.IsUsing = IsUsing; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerCharacter.ShiromukuRevive // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName InToken (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 PostProcessIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float Intensity (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float Frequency (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerCharacter::ShiromukuRevive(class FName InToken, int32 InValue, int32 PostProcessIndex, float Intensity, float Frequency) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "ShiromukuRevive"); Params::NocePlayerCharacter_ShiromukuRevive Parms{}; Parms.InToken = InToken; Parms.InValue = InValue; Parms.PostProcessIndex = PostProcessIndex; Parms.Intensity = Intensity; Parms.Frequency = Frequency; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerCharacter.ShowHidePlayer // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InShow (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool InAdjustInput (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool InIsFromExternal (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerCharacter::ShowHidePlayer(bool InShow, bool InAdjustInput, bool InIsFromExternal) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "ShowHidePlayer"); Params::NocePlayerCharacter_ShowHidePlayer Parms{}; Parms.InShow = InShow; Parms.InAdjustInput = InAdjustInput; Parms.InIsFromExternal = InIsFromExternal; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerCharacter.ShowHidePlayer_BP // (Event, Public, BlueprintEvent) // Parameters: // bool InShow (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool InAdjustInput (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerCharacter::ShowHidePlayer_BP(bool InShow, bool InAdjustInput) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "ShowHidePlayer_BP"); Params::NocePlayerCharacter_ShowHidePlayer_BP Parms{}; Parms.InShow = InShow; Parms.InAdjustInput = InAdjustInput; UObject::ProcessEvent(Func, &Parms); } // Function GameNoce.NocePlayerCharacter.UnEquipCurrentWeapon // (Final, Native, Public, BlueprintCallable) void ANocePlayerCharacter::UnEquipCurrentWeapon() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "UnEquipCurrentWeapon"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerCharacter.UpdateCharacterRotationMode // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InPreSetupForLocomotion (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANocePlayerCharacter::UpdateCharacterRotationMode(bool InPreSetupForLocomotion) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "UpdateCharacterRotationMode"); Params::NocePlayerCharacter_UpdateCharacterRotationMode Parms{}; Parms.InPreSetupForLocomotion = InPreSetupForLocomotion; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerCharacter.UpdateEyeLacrimalFluid // (Native, Event, Public, BlueprintCallable, BlueprintEvent) void ANocePlayerCharacter::UpdateEyeLacrimalFluid() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "UpdateEyeLacrimalFluid"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerCharacter.WantToDoUpperBodyMotion // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::WantToDoUpperBodyMotion() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "WantToDoUpperBodyMotion"); Params::NocePlayerCharacter_WantToDoUpperBodyMotion Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.WantToDoUpperBodyMotionCount // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 ANocePlayerCharacter::WantToDoUpperBodyMotionCount() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "WantToDoUpperBodyMotionCount"); Params::NocePlayerCharacter_WantToDoUpperBodyMotionCount Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.GetAttack // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ANocePlayerCharacter::GetAttack() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "GetAttack"); Params::NocePlayerCharacter_GetAttack Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.GetBattleStatusTime // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ANocePlayerCharacter::GetBattleStatusTime() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "GetBattleStatusTime"); Params::NocePlayerCharacter_GetBattleStatusTime Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.GetCanShowNotebookHintInGimmick // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::GetCanShowNotebookHintInGimmick() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "GetCanShowNotebookHintInGimmick"); Params::NocePlayerCharacter_GetCanShowNotebookHintInGimmick Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.GetCurrentMaxSanity // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ANocePlayerCharacter::GetCurrentMaxSanity() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "GetCurrentMaxSanity"); Params::NocePlayerCharacter_GetCurrentMaxSanity Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.GetEnemyBreakDownAttackRatio // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ANocePlayerCharacter::GetEnemyBreakDownAttackRatio() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "GetEnemyBreakDownAttackRatio"); Params::NocePlayerCharacter_GetEnemyBreakDownAttackRatio Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.GetExtraAttack // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ANocePlayerCharacter::GetExtraAttack() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "GetExtraAttack"); Params::NocePlayerCharacter_GetExtraAttack Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.GetFocusAttackCurrentMaxSanityCostRatio // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ANocePlayerCharacter::GetFocusAttackCurrentMaxSanityCostRatio() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "GetFocusAttackCurrentMaxSanityCostRatio"); Params::NocePlayerCharacter_GetFocusAttackCurrentMaxSanityCostRatio Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.GetFocusAttackRatioHealth // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ANocePlayerCharacter::GetFocusAttackRatioHealth() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "GetFocusAttackRatioHealth"); Params::NocePlayerCharacter_GetFocusAttackRatioHealth Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.GetFocusAttackRatioWince // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ANocePlayerCharacter::GetFocusAttackRatioWince() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "GetFocusAttackRatioWince"); Params::NocePlayerCharacter_GetFocusAttackRatioWince Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.GetGutsDamageToHealthRatio // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ANocePlayerCharacter::GetGutsDamageToHealthRatio() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "GetGutsDamageToHealthRatio"); Params::NocePlayerCharacter_GetGutsDamageToHealthRatio Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.GetHealthDamageRatio // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ANocePlayerCharacter::GetHealthDamageRatio() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "GetHealthDamageRatio"); Params::NocePlayerCharacter_GetHealthDamageRatio Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.GetIsInGimmickAnimation // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::GetIsInGimmickAnimation() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "GetIsInGimmickAnimation"); Params::NocePlayerCharacter_GetIsInGimmickAnimation Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.GetJustDodgeCounterDistance // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ANocePlayerCharacter::GetJustDodgeCounterDistance() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "GetJustDodgeCounterDistance"); Params::NocePlayerCharacter_GetJustDodgeCounterDistance Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.GetLowLowStaminaThreshold // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ANocePlayerCharacter::GetLowLowStaminaThreshold() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "GetLowLowStaminaThreshold"); Params::NocePlayerCharacter_GetLowLowStaminaThreshold Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.GetMaxSanity // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ANocePlayerCharacter::GetMaxSanity() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "GetMaxSanity"); Params::NocePlayerCharacter_GetMaxSanity Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.GetMaxStamina // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ANocePlayerCharacter::GetMaxStamina() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "GetMaxStamina"); Params::NocePlayerCharacter_GetMaxStamina Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.GetMinCurrentMaxSanity // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ANocePlayerCharacter::GetMinCurrentMaxSanity() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "GetMinCurrentMaxSanity"); Params::NocePlayerCharacter_GetMinCurrentMaxSanity Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.GetSanity // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ANocePlayerCharacter::GetSanity() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "GetSanity"); Params::NocePlayerCharacter_GetSanity Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.GetSanityCostRatio // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ANocePlayerCharacter::GetSanityCostRatio() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "GetSanityCostRatio"); Params::NocePlayerCharacter_GetSanityCostRatio Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.GetSanityDamageRatio // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ANocePlayerCharacter::GetSanityDamageRatio() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "GetSanityDamageRatio"); Params::NocePlayerCharacter_GetSanityDamageRatio Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.GetSanityNoChangeWaitForRecoverTime // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ANocePlayerCharacter::GetSanityNoChangeWaitForRecoverTime() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "GetSanityNoChangeWaitForRecoverTime"); Params::NocePlayerCharacter_GetSanityNoChangeWaitForRecoverTime Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.GetSanityRegenRatio // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ANocePlayerCharacter::GetSanityRegenRatio() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "GetSanityRegenRatio"); Params::NocePlayerCharacter_GetSanityRegenRatio Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.GetSprintStaminaCostRatio // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ANocePlayerCharacter::GetSprintStaminaCostRatio() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "GetSprintStaminaCostRatio"); Params::NocePlayerCharacter_GetSprintStaminaCostRatio Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.GetStamina // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ANocePlayerCharacter::GetStamina() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "GetStamina"); Params::NocePlayerCharacter_GetStamina Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.GetStaminaCostRatio // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ANocePlayerCharacter::GetStaminaCostRatio() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "GetStaminaCostRatio"); Params::NocePlayerCharacter_GetStaminaCostRatio Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.GetStaminaDamageRatio // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ANocePlayerCharacter::GetStaminaDamageRatio() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "GetStaminaDamageRatio"); Params::NocePlayerCharacter_GetStaminaDamageRatio Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.GetStaminaTiredTime // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ANocePlayerCharacter::GetStaminaTiredTime() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "GetStaminaTiredTime"); Params::NocePlayerCharacter_GetStaminaTiredTime Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.GetWeaponDurabilityCostRatio // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ANocePlayerCharacter::GetWeaponDurabilityCostRatio() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "GetWeaponDurabilityCostRatio"); Params::NocePlayerCharacter_GetWeaponDurabilityCostRatio Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.GetWince // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ANocePlayerCharacter::GetWince() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "GetWince"); Params::NocePlayerCharacter_GetWince Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerCharacter.HasTag // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // const struct FGameplayTag& TargetTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANocePlayerCharacter::HasTag(const struct FGameplayTag& TargetTag) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerCharacter", "HasTag"); Params::NocePlayerCharacter_HasTag Parms{}; Parms.TargetTag = std::move(TargetTag); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerDamageHandleComponent.CanApplyWinceType // (Final, Native, Public, BlueprintCallable) // Parameters: // ENoceWinceType InCurrentWinceType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ENoceWinceType InNewWinceType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePlayerDamageHandleComponent::CanApplyWinceType(ENoceWinceType InCurrentWinceType, ENoceWinceType InNewWinceType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerDamageHandleComponent", "CanApplyWinceType"); Params::NocePlayerDamageHandleComponent_CanApplyWinceType Parms{}; Parms.InCurrentWinceType = InCurrentWinceType; Parms.InNewWinceType = InNewWinceType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerDamageHandleComponent.HandleDamage // (Final, Native, Public, BlueprintCallable) // Parameters: // float InHealthDamage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InWinceDamage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InMaxSanityDamage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InStaminaDamage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InMaxSanityDamageToHealthDamageRatio (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool InIsForceWince (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ENoceWinceType InWinceType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* Attacker (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName ComboName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ENoceDeathType DeathType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool InHealthDamageEffectedByDamageRatio (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool InApplyGutsCheck (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool InIsLimitHealth (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool InCheckOmamoriKagami (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool InCanEndFocus (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool InCheckDamageWinceToAdditive (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ENoceWinceType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENoceWinceType UNocePlayerDamageHandleComponent::HandleDamage(float InHealthDamage, float InWinceDamage, float InMaxSanityDamage, float InStaminaDamage, float InMaxSanityDamageToHealthDamageRatio, bool InIsForceWince, ENoceWinceType InWinceType, class AActor* Attacker, class FName ComboName, ENoceDeathType DeathType, bool InHealthDamageEffectedByDamageRatio, bool InApplyGutsCheck, bool InIsLimitHealth, bool InCheckOmamoriKagami, bool InCanEndFocus, bool InCheckDamageWinceToAdditive) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerDamageHandleComponent", "HandleDamage"); Params::NocePlayerDamageHandleComponent_HandleDamage Parms{}; Parms.InHealthDamage = InHealthDamage; Parms.InWinceDamage = InWinceDamage; Parms.InMaxSanityDamage = InMaxSanityDamage; Parms.InStaminaDamage = InStaminaDamage; Parms.InMaxSanityDamageToHealthDamageRatio = InMaxSanityDamageToHealthDamageRatio; Parms.InIsForceWince = InIsForceWince; Parms.InWinceType = InWinceType; Parms.Attacker = Attacker; Parms.ComboName = ComboName; Parms.DeathType = DeathType; Parms.InHealthDamageEffectedByDamageRatio = InHealthDamageEffectedByDamageRatio; Parms.InApplyGutsCheck = InApplyGutsCheck; Parms.InIsLimitHealth = InIsLimitHealth; Parms.InCheckOmamoriKagami = InCheckOmamoriKagami; Parms.InCanEndFocus = InCanEndFocus; Parms.InCheckDamageWinceToAdditive = InCheckDamageWinceToAdditive; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerDamageHandleComponent.HandleDamageByAttackHitResult // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const struct FNoceAttackHitResult& InAttackHitResult (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic) // bool InCheckOmamoriKagami (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ENoceWinceType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENoceWinceType UNocePlayerDamageHandleComponent::HandleDamageByAttackHitResult(const struct FNoceAttackHitResult& InAttackHitResult, bool InCheckOmamoriKagami) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerDamageHandleComponent", "HandleDamageByAttackHitResult"); Params::NocePlayerDamageHandleComponent_HandleDamageByAttackHitResult Parms{}; Parms.InAttackHitResult = std::move(InAttackHitResult); Parms.InCheckOmamoriKagami = InCheckOmamoriKagami; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerDamageHandleComponent.HandleOnPossessed // (Final, Native, Protected) // Parameters: // bool InPossessed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerDamageHandleComponent::HandleOnPossessed(bool InPossessed) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerDamageHandleComponent", "HandleOnPossessed"); Params::NocePlayerDamageHandleComponent_HandleOnPossessed Parms{}; Parms.InPossessed = InPossessed; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerInventoryComponent.AddConsumable // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FName ID (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const int32 Quantity (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FName ConsumableActorName (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePlayerInventoryComponent::AddConsumable(const class FName ID, const int32 Quantity, const class FName ConsumableActorName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "AddConsumable"); Params::NocePlayerInventoryComponent_AddConsumable Parms{}; Parms.ID = ID; Parms.Quantity = Quantity; Parms.ConsumableActorName = ConsumableActorName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerInventoryComponent.AddKeyItem // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FName ID (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePlayerInventoryComponent::AddKeyItem(const class FName ID) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "AddKeyItem"); Params::NocePlayerInventoryComponent_AddKeyItem Parms{}; Parms.ID = ID; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerInventoryComponent.AddLetter // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FName ID (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePlayerInventoryComponent::AddLetter(const class FName ID) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "AddLetter"); Params::NocePlayerInventoryComponent_AddLetter Parms{}; Parms.ID = ID; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerInventoryComponent.AddNotebookID // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FName ID (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const ENoceNotebookType Type (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePlayerInventoryComponent::AddNotebookID(const class FName ID, const ENoceNotebookType Type) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "AddNotebookID"); Params::NocePlayerInventoryComponent_AddNotebookID Parms{}; Parms.ID = ID; Parms.Type = Type; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerInventoryComponent.AddOmamori // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FName ID (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePlayerInventoryComponent::AddOmamori(const class FName ID) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "AddOmamori"); Params::NocePlayerInventoryComponent_AddOmamori Parms{}; Parms.ID = ID; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerInventoryComponent.AddToViewedItem // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FName ID (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerInventoryComponent::AddToViewedItem(const class FName ID) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "AddToViewedItem"); Params::NocePlayerInventoryComponent_AddToViewedItem Parms{}; Parms.ID = ID; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerInventoryComponent.AddToViewedItemInInventory // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FName ID (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ENoceInventoryType InventoryType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerInventoryComponent::AddToViewedItemInInventory(const class FName ID, ENoceInventoryType InventoryType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "AddToViewedItemInInventory"); Params::NocePlayerInventoryComponent_AddToViewedItemInInventory Parms{}; Parms.ID = ID; Parms.InventoryType = InventoryType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerInventoryComponent.AddToViewedNotebookID // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FName ID (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const ENoceNotebookType Type (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePlayerInventoryComponent::AddToViewedNotebookID(const class FName ID, const ENoceNotebookType Type) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "AddToViewedNotebookID"); Params::NocePlayerInventoryComponent_AddToViewedNotebookID Parms{}; Parms.ID = ID; Parms.Type = Type; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerInventoryComponent.AddUsedItemEma // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName EmaName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerInventoryComponent::AddUsedItemEma(class FName EmaName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "AddUsedItemEma"); Params::NocePlayerInventoryComponent_AddUsedItemEma Parms{}; Parms.EmaName = EmaName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerInventoryComponent.AddWeapon // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FName ID (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const float Durability (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePlayerInventoryComponent::AddWeapon(const class FName ID, const float Durability) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "AddWeapon"); Params::NocePlayerInventoryComponent_AddWeapon Parms{}; Parms.ID = ID; Parms.Durability = Durability; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerInventoryComponent.CanAddConsumable // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FName ID (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const int32 Quantity (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePlayerInventoryComponent::CanAddConsumable(const class FName ID, const int32 Quantity) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "CanAddConsumable"); Params::NocePlayerInventoryComponent_CanAddConsumable Parms{}; Parms.ID = ID; Parms.Quantity = Quantity; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerInventoryComponent.CanAddConsumables // (Final, Native, Public, BlueprintCallable) // Parameters: // const TArray&InConsumables (ConstParm, Parm, ZeroConstructor, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePlayerInventoryComponent::CanAddConsumables(const TArray& InConsumables) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "CanAddConsumables"); Params::NocePlayerInventoryComponent_CanAddConsumables Parms{}; Parms.InConsumables = std::move(InConsumables); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerInventoryComponent.CanSpawnFaithItem // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // class FName ID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* FaithItemActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePlayerInventoryComponent::CanSpawnFaithItem(class FName ID, class AActor* FaithItemActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "CanSpawnFaithItem"); Params::NocePlayerInventoryComponent_CanSpawnFaithItem Parms{}; Parms.ID = ID; Parms.FaithItemActor = FaithItemActor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerInventoryComponent.ChangeWeapon // (Final, Native, Public, BlueprintCallable) void UNocePlayerInventoryComponent::ChangeWeapon() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "ChangeWeapon"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerInventoryComponent.CheckDLCOmamori // (Final, Native, Public, BlueprintCallable) void UNocePlayerInventoryComponent::CheckDLCOmamori() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "CheckDLCOmamori"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerInventoryComponent.ClaimDLCOmamori // (Final, Native, Public, BlueprintCallable) void UNocePlayerInventoryComponent::ClaimDLCOmamori() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "ClaimDLCOmamori"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerInventoryComponent.ClearLastUseConsumableID // (Final, Native, Public, BlueprintCallable) void UNocePlayerInventoryComponent::ClearLastUseConsumableID() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "ClearLastUseConsumableID"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerInventoryComponent.ClearNotShownHintNotebookIDs // (Final, Native, Public, BlueprintCallable) void UNocePlayerInventoryComponent::ClearNotShownHintNotebookIDs() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "ClearNotShownHintNotebookIDs"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerInventoryComponent.DiscardWeapon // (Final, Native, Public, BlueprintCallable) // Parameters: // const int32 Index_0 (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerInventoryComponent::DiscardWeapon(const int32 Index_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "DiscardWeapon"); Params::NocePlayerInventoryComponent_DiscardWeapon Parms{}; Parms.Index_0 = Index_0; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerInventoryComponent.EquipConsumable // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FName ID (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const int32 Index_0 (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerInventoryComponent::EquipConsumable(const class FName ID, const int32 Index_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "EquipConsumable"); Params::NocePlayerInventoryComponent_EquipConsumable Parms{}; Parms.ID = ID; Parms.Index_0 = Index_0; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerInventoryComponent.EquipOmamori // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FName ID (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const int32 Index_0 (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerInventoryComponent::EquipOmamori(const class FName ID, const int32 Index_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "EquipOmamori"); Params::NocePlayerInventoryComponent_EquipOmamori Parms{}; Parms.ID = ID; Parms.Index_0 = Index_0; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerInventoryComponent.EquipWeapon // (Final, Native, Public, BlueprintCallable) // Parameters: // const int32 Index_0 (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerInventoryComponent::EquipWeapon(const int32 Index_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "EquipWeapon"); Params::NocePlayerInventoryComponent_EquipWeapon Parms{}; Parms.Index_0 = Index_0; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerInventoryComponent.ExchangeWeapon // (Final, Native, Public, BlueprintCallable) // Parameters: // const int32 Index_0 (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FName ID (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const float Durability (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerInventoryComponent::ExchangeWeapon(const int32 Index_0, const class FName ID, const float Durability) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "ExchangeWeapon"); Params::NocePlayerInventoryComponent_ExchangeWeapon Parms{}; Parms.Index_0 = Index_0; Parms.ID = ID; Parms.Durability = Durability; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerInventoryComponent.GetAllConsumables // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // TArray*OutConsumables (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic) void UNocePlayerInventoryComponent::GetAllConsumables(TArray* OutConsumables) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "GetAllConsumables"); Params::NocePlayerInventoryComponent_GetAllConsumables Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutConsumables != nullptr) *OutConsumables = std::move(Parms.OutConsumables); } // Function GameNoce.NocePlayerInventoryComponent.GetAllInventoryIDs // (Final, Native, Public, BlueprintCallable) // Parameters: // ENoceInventoryType InventoryType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ENoceNotebookType NotebookType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNocePlayerInventoryComponent::GetAllInventoryIDs(ENoceInventoryType InventoryType, ENoceNotebookType NotebookType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "GetAllInventoryIDs"); Params::NocePlayerInventoryComponent_GetAllInventoryIDs Parms{}; Parms.InventoryType = InventoryType; Parms.NotebookType = NotebookType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerInventoryComponent.GetAllKeyItems // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // TArray* OutKeyItems (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic) void UNocePlayerInventoryComponent::GetAllKeyItems(TArray* OutKeyItems) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "GetAllKeyItems"); Params::NocePlayerInventoryComponent_GetAllKeyItems Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutKeyItems != nullptr) *OutKeyItems = std::move(Parms.OutKeyItems); } // Function GameNoce.NocePlayerInventoryComponent.GetAllLetters // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // TArray* OutLetters (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic) void UNocePlayerInventoryComponent::GetAllLetters(TArray* OutLetters) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "GetAllLetters"); Params::NocePlayerInventoryComponent_GetAllLetters Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutLetters != nullptr) *OutLetters = std::move(Parms.OutLetters); } // Function GameNoce.NocePlayerInventoryComponent.GetAllNotebookIDs // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const ENoceNotebookType Type (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TArray* OutIDs (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic) void UNocePlayerInventoryComponent::GetAllNotebookIDs(const ENoceNotebookType Type, TArray* OutIDs) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "GetAllNotebookIDs"); Params::NocePlayerInventoryComponent_GetAllNotebookIDs Parms{}; Parms.Type = Type; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutIDs != nullptr) *OutIDs = std::move(Parms.OutIDs); } // Function GameNoce.NocePlayerInventoryComponent.GetAllOmamories // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // TArray* OutOmamories (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic) void UNocePlayerInventoryComponent::GetAllOmamories(TArray* OutOmamories) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "GetAllOmamories"); Params::NocePlayerInventoryComponent_GetAllOmamories Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutOmamories != nullptr) *OutOmamories = std::move(Parms.OutOmamories); } // Function GameNoce.NocePlayerInventoryComponent.GetAllViewedNotebookIDs // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const ENoceNotebookType Type (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TArray* OutIDs (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic) void UNocePlayerInventoryComponent::GetAllViewedNotebookIDs(const ENoceNotebookType Type, TArray* OutIDs) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "GetAllViewedNotebookIDs"); Params::NocePlayerInventoryComponent_GetAllViewedNotebookIDs Parms{}; Parms.Type = Type; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutIDs != nullptr) *OutIDs = std::move(Parms.OutIDs); } // Function GameNoce.NocePlayerInventoryComponent.GetAvailableWeaponNumber // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UNocePlayerInventoryComponent::GetAvailableWeaponNumber() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "GetAvailableWeaponNumber"); Params::NocePlayerInventoryComponent_GetAvailableWeaponNumber Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerInventoryComponent.GetConsumableSlotNum // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UNocePlayerInventoryComponent::GetConsumableSlotNum() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "GetConsumableSlotNum"); Params::NocePlayerInventoryComponent_GetConsumableSlotNum Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerInventoryComponent.GetConsumableTotalNum // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 IDIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UNocePlayerInventoryComponent::GetConsumableTotalNum(int32 IDIndex) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "GetConsumableTotalNum"); Params::NocePlayerInventoryComponent_GetConsumableTotalNum Parms{}; Parms.IDIndex = IDIndex; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerInventoryComponent.GetCurrentOmamories // (Final, Native, Public, BlueprintCallable) // Parameters: // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNocePlayerInventoryComponent::GetCurrentOmamories() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "GetCurrentOmamories"); Params::NocePlayerInventoryComponent_GetCurrentOmamories Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerInventoryComponent.GetCurrentWeaponData // (Final, Native, Public, BlueprintCallable) // Parameters: // bool IsFogWeapon (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNocePlayerInventoryComponent::GetCurrentWeaponData(bool IsFogWeapon) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "GetCurrentWeaponData"); Params::NocePlayerInventoryComponent_GetCurrentWeaponData Parms{}; Parms.IsFogWeapon = IsFogWeapon; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerInventoryComponent.GetCurrentWeaponIndex // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // class FName InID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UNocePlayerInventoryComponent::GetCurrentWeaponIndex(class FName InID) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "GetCurrentWeaponIndex"); Params::NocePlayerInventoryComponent_GetCurrentWeaponIndex Parms{}; Parms.InID = InID; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerInventoryComponent.GetCurrentWeaponsDurability // (Final, Native, Public, BlueprintCallable) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNocePlayerInventoryComponent::GetCurrentWeaponsDurability() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "GetCurrentWeaponsDurability"); Params::NocePlayerInventoryComponent_GetCurrentWeaponsDurability Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerInventoryComponent.GetDLCOmamoriID // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // class FName ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class FName UNocePlayerInventoryComponent::GetDLCOmamoriID() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "GetDLCOmamoriID"); Params::NocePlayerInventoryComponent_GetDLCOmamoriID Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerInventoryComponent.GetEquippedOmamories // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // TArray* OutOmamories (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic) void UNocePlayerInventoryComponent::GetEquippedOmamories(TArray* OutOmamories) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "GetEquippedOmamories"); Params::NocePlayerInventoryComponent_GetEquippedOmamories Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutOmamories != nullptr) *OutOmamories = std::move(Parms.OutOmamories); } // Function GameNoce.NocePlayerInventoryComponent.GetEquippedOrTargetWeaponIndex // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UNocePlayerInventoryComponent::GetEquippedOrTargetWeaponIndex() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "GetEquippedOrTargetWeaponIndex"); Params::NocePlayerInventoryComponent_GetEquippedOrTargetWeaponIndex Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerInventoryComponent.GetEquippedWeaponIndex // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UNocePlayerInventoryComponent::GetEquippedWeaponIndex() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "GetEquippedWeaponIndex"); Params::NocePlayerInventoryComponent_GetEquippedWeaponIndex Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerInventoryComponent.GetExpandInventoryIDs // (Final, Native, Public, BlueprintCallable) // Parameters: // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNocePlayerInventoryComponent::GetExpandInventoryIDs() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "GetExpandInventoryIDs"); Params::NocePlayerInventoryComponent_GetExpandInventoryIDs Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerInventoryComponent.GetFaithItemIDs // (Final, Native, Public, BlueprintCallable) // Parameters: // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNocePlayerInventoryComponent::GetFaithItemIDs() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "GetFaithItemIDs"); Params::NocePlayerInventoryComponent_GetFaithItemIDs Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerInventoryComponent.GetFirstEmaName // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class FName UNocePlayerInventoryComponent::GetFirstEmaName() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "GetFirstEmaName"); Params::NocePlayerInventoryComponent_GetFirstEmaName Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerInventoryComponent.GetFirstWeaponIndex // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UNocePlayerInventoryComponent::GetFirstWeaponIndex() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "GetFirstWeaponIndex"); Params::NocePlayerInventoryComponent_GetFirstWeaponIndex Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerInventoryComponent.GetIsTryingToChangeWeapon // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePlayerInventoryComponent::GetIsTryingToChangeWeapon() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "GetIsTryingToChangeWeapon"); Params::NocePlayerInventoryComponent_GetIsTryingToChangeWeapon Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerInventoryComponent.GetIsTryingToUseConsumableItem // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePlayerInventoryComponent::GetIsTryingToUseConsumableItem() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "GetIsTryingToUseConsumableItem"); Params::NocePlayerInventoryComponent_GetIsTryingToUseConsumableItem Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerInventoryComponent.GetKatanaWeaponName // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // class FName ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class FName UNocePlayerInventoryComponent::GetKatanaWeaponName() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "GetKatanaWeaponName"); Params::NocePlayerInventoryComponent_GetKatanaWeaponName Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerInventoryComponent.GetKeyItemEmaNum // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UNocePlayerInventoryComponent::GetKeyItemEmaNum() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "GetKeyItemEmaNum"); Params::NocePlayerInventoryComponent_GetKeyItemEmaNum Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerInventoryComponent.GetLastAdddedInfo // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // ENoceInventoryType* OutType (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName* OutID (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerInventoryComponent::GetLastAdddedInfo(ENoceInventoryType* OutType, class FName* OutID) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "GetLastAdddedInfo"); Params::NocePlayerInventoryComponent_GetLastAdddedInfo Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutType != nullptr) *OutType = Parms.OutType; if (OutID != nullptr) *OutID = Parms.OutID; } // Function GameNoce.NocePlayerInventoryComponent.GetLastNotebookContent // (Final, Native, Public, BlueprintCallable) // Parameters: // const ENoceNotebookType Type (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class FName UNocePlayerInventoryComponent::GetLastNotebookContent(const ENoceNotebookType Type) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "GetLastNotebookContent"); Params::NocePlayerInventoryComponent_GetLastNotebookContent Parms{}; Parms.Type = Type; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerInventoryComponent.GetLastNotebookNameIndex // (Final, Native, Public, BlueprintCallable) // Parameters: // const ENoceNotebookType Type (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UNocePlayerInventoryComponent::GetLastNotebookNameIndex(const ENoceNotebookType Type) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "GetLastNotebookNameIndex"); Params::NocePlayerInventoryComponent_GetLastNotebookNameIndex Parms{}; Parms.Type = Type; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerInventoryComponent.GetLastNotebookType // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // ENoceNotebookType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENoceNotebookType UNocePlayerInventoryComponent::GetLastNotebookType() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "GetLastNotebookType"); Params::NocePlayerInventoryComponent_GetLastNotebookType Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerInventoryComponent.GetLastSelectConsumableIndex // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UNocePlayerInventoryComponent::GetLastSelectConsumableIndex() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "GetLastSelectConsumableIndex"); Params::NocePlayerInventoryComponent_GetLastSelectConsumableIndex Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerInventoryComponent.GetLastUseConsumableID // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class FName UNocePlayerInventoryComponent::GetLastUseConsumableID() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "GetLastUseConsumableID"); Params::NocePlayerInventoryComponent_GetLastUseConsumableID Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerInventoryComponent.GetLastViewedConsumablesNum // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UNocePlayerInventoryComponent::GetLastViewedConsumablesNum() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "GetLastViewedConsumablesNum"); Params::NocePlayerInventoryComponent_GetLastViewedConsumablesNum Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerInventoryComponent.GetLastViewedLetterIndex // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UNocePlayerInventoryComponent::GetLastViewedLetterIndex() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "GetLastViewedLetterIndex"); Params::NocePlayerInventoryComponent_GetLastViewedLetterIndex Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerInventoryComponent.GetMaxQuantity // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 IDIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UNocePlayerInventoryComponent::GetMaxQuantity(int32 IDIndex) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "GetMaxQuantity"); Params::NocePlayerInventoryComponent_GetMaxQuantity Parms{}; Parms.IDIndex = IDIndex; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerInventoryComponent.GetMaxWeaponNumber // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UNocePlayerInventoryComponent::GetMaxWeaponNumber() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "GetMaxWeaponNumber"); Params::NocePlayerInventoryComponent_GetMaxWeaponNumber Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerInventoryComponent.GetNextAvailableWeaponIndex // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UNocePlayerInventoryComponent::GetNextAvailableWeaponIndex() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "GetNextAvailableWeaponIndex"); Params::NocePlayerInventoryComponent_GetNextAvailableWeaponIndex Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerInventoryComponent.GetNotShownHintNotebookIDs // (Final, Native, Public, BlueprintCallable) // Parameters: // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNocePlayerInventoryComponent::GetNotShownHintNotebookIDs() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "GetNotShownHintNotebookIDs"); Params::NocePlayerInventoryComponent_GetNotShownHintNotebookIDs Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerInventoryComponent.GetOmamoriID // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 InIDIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class FName UNocePlayerInventoryComponent::GetOmamoriID(int32 InIDIndex) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "GetOmamoriID"); Params::NocePlayerInventoryComponent_GetOmamoriID Parms{}; Parms.InIDIndex = InIDIndex; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerInventoryComponent.GetOmamoriSlotNum // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UNocePlayerInventoryComponent::GetOmamoriSlotNum() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "GetOmamoriSlotNum"); Params::NocePlayerInventoryComponent_GetOmamoriSlotNum Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerInventoryComponent.GetShortcutConsumables // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // TArray*OutConsumables (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic) void UNocePlayerInventoryComponent::GetShortcutConsumables(TArray* OutConsumables) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "GetShortcutConsumables"); Params::NocePlayerInventoryComponent_GetShortcutConsumables Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutConsumables != nullptr) *OutConsumables = std::move(Parms.OutConsumables); } // Function GameNoce.NocePlayerInventoryComponent.GetTargetWeaponIndex // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UNocePlayerInventoryComponent::GetTargetWeaponIndex() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "GetTargetWeaponIndex"); Params::NocePlayerInventoryComponent_GetTargetWeaponIndex Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerInventoryComponent.GetWeaponDurability // (Final, Native, Public, BlueprintCallable) // Parameters: // const int32 Index_0 (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const bool IsFogWeapon (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNocePlayerInventoryComponent::GetWeaponDurability(const int32 Index_0, const bool IsFogWeapon) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "GetWeaponDurability"); Params::NocePlayerInventoryComponent_GetWeaponDurability Parms{}; Parms.Index_0 = Index_0; Parms.IsFogWeapon = IsFogWeapon; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerInventoryComponent.GetWeaponIndex // (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // class FName InID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32* OutIndex (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool* OutIsFogWeapon (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerInventoryComponent::GetWeaponIndex(class FName InID, int32* OutIndex, bool* OutIsFogWeapon) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "GetWeaponIndex"); Params::NocePlayerInventoryComponent_GetWeaponIndex Parms{}; Parms.InID = InID; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutIndex != nullptr) *OutIndex = Parms.OutIndex; if (OutIsFogWeapon != nullptr) *OutIsFogWeapon = Parms.OutIsFogWeapon; } // Function GameNoce.NocePlayerInventoryComponent.HandleRecordDataToNextRound // (Final, Native, Public, BlueprintCallable) void UNocePlayerInventoryComponent::HandleRecordDataToNextRound() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "HandleRecordDataToNextRound"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerInventoryComponent.HasAnyWeapon // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePlayerInventoryComponent::HasAnyWeapon() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "HasAnyWeapon"); Params::NocePlayerInventoryComponent_HasAnyWeapon Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerInventoryComponent.HasKeyItem // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // const class FName ID (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePlayerInventoryComponent::HasKeyItem(const class FName ID) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "HasKeyItem"); Params::NocePlayerInventoryComponent_HasKeyItem Parms{}; Parms.ID = ID; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerInventoryComponent.HasLetter // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // const class FName ID (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePlayerInventoryComponent::HasLetter(const class FName ID) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "HasLetter"); Params::NocePlayerInventoryComponent_HasLetter Parms{}; Parms.ID = ID; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerInventoryComponent.HasNoteShownHintNotebookIDs // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePlayerInventoryComponent::HasNoteShownHintNotebookIDs() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "HasNoteShownHintNotebookIDs"); Params::NocePlayerInventoryComponent_HasNoteShownHintNotebookIDs Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerInventoryComponent.HasOmamori // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FName ID (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePlayerInventoryComponent::HasOmamori(const class FName ID) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "HasOmamori"); Params::NocePlayerInventoryComponent_HasOmamori Parms{}; Parms.ID = ID; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerInventoryComponent.HasWeapon // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // const class FName ID (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePlayerInventoryComponent::HasWeapon(const class FName ID) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "HasWeapon"); Params::NocePlayerInventoryComponent_HasWeapon Parms{}; Parms.ID = ID; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerInventoryComponent.HasWeaponSafe // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // const class FName ID (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const bool IsFogWeapon (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePlayerInventoryComponent::HasWeaponSafe(const class FName ID, const bool IsFogWeapon) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "HasWeaponSafe"); Params::NocePlayerInventoryComponent_HasWeaponSafe Parms{}; Parms.ID = ID; Parms.IsFogWeapon = IsFogWeapon; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerInventoryComponent.IsConsumableEmpty // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePlayerInventoryComponent::IsConsumableEmpty() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "IsConsumableEmpty"); Params::NocePlayerInventoryComponent_IsConsumableEmpty Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerInventoryComponent.IsFaithItemType // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // class FName ID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePlayerInventoryComponent::IsFaithItemType(class FName ID) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "IsFaithItemType"); Params::NocePlayerInventoryComponent_IsFaithItemType Parms{}; Parms.ID = ID; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerInventoryComponent.IsInShortcutConsumables // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const class FName& ID (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePlayerInventoryComponent::IsInShortcutConsumables(const class FName& ID) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "IsInShortcutConsumables"); Params::NocePlayerInventoryComponent_IsInShortcutConsumables Parms{}; Parms.ID = ID; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerInventoryComponent.IsInventoryEmpty // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePlayerInventoryComponent::IsInventoryEmpty() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "IsInventoryEmpty"); Params::NocePlayerInventoryComponent_IsInventoryEmpty Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerInventoryComponent.IsInventoryItemEmpty // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // ENoceInventoryType InventoryType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ENoceNotebookType NotebookType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePlayerInventoryComponent::IsInventoryItemEmpty(ENoceInventoryType InventoryType, ENoceNotebookType NotebookType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "IsInventoryItemEmpty"); Params::NocePlayerInventoryComponent_IsInventoryItemEmpty Parms{}; Parms.InventoryType = InventoryType; Parms.NotebookType = NotebookType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerInventoryComponent.IsItemEmaUsed // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName EmaName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePlayerInventoryComponent::IsItemEmaUsed(class FName EmaName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "IsItemEmaUsed"); Params::NocePlayerInventoryComponent_IsItemEmaUsed Parms{}; Parms.EmaName = EmaName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerInventoryComponent.IsKeyItemEma // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // const class FName ID (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePlayerInventoryComponent::IsKeyItemEma(const class FName ID) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "IsKeyItemEma"); Params::NocePlayerInventoryComponent_IsKeyItemEma Parms{}; Parms.ID = ID; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerInventoryComponent.IsNewItem // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FName ID (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ENoceInventoryType InventoryType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ENoceNotebookType NotebookType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePlayerInventoryComponent::IsNewItem(const class FName ID, ENoceInventoryType InventoryType, ENoceNotebookType NotebookType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "IsNewItem"); Params::NocePlayerInventoryComponent_IsNewItem Parms{}; Parms.ID = ID; Parms.InventoryType = InventoryType; Parms.NotebookType = NotebookType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerInventoryComponent.IsNewItemInInventory // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FName ID (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ENoceInventoryType InventoryType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePlayerInventoryComponent::IsNewItemInInventory(const class FName ID, ENoceInventoryType InventoryType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "IsNewItemInInventory"); Params::NocePlayerInventoryComponent_IsNewItemInInventory Parms{}; Parms.ID = ID; Parms.InventoryType = InventoryType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerInventoryComponent.IsOmamoriEmpty // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePlayerInventoryComponent::IsOmamoriEmpty() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "IsOmamoriEmpty"); Params::NocePlayerInventoryComponent_IsOmamoriEmpty Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerInventoryComponent.IsSpecifyOmamoriEquipped // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // class FName ID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePlayerInventoryComponent::IsSpecifyOmamoriEquipped(class FName ID) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "IsSpecifyOmamoriEquipped"); Params::NocePlayerInventoryComponent_IsSpecifyOmamoriEquipped Parms{}; Parms.ID = ID; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerInventoryComponent.IsUseFogWeaponInventory // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePlayerInventoryComponent::IsUseFogWeaponInventory() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "IsUseFogWeaponInventory"); Params::NocePlayerInventoryComponent_IsUseFogWeaponInventory Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerInventoryComponent.IsWeaponFull // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePlayerInventoryComponent::IsWeaponFull() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "IsWeaponFull"); Params::NocePlayerInventoryComponent_IsWeaponFull Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerInventoryComponent.RemoveConsumable // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FName ID (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const int32 Quantity (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const bool RemovedDueSold (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePlayerInventoryComponent::RemoveConsumable(const class FName ID, const int32 Quantity, const bool RemovedDueSold) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "RemoveConsumable"); Params::NocePlayerInventoryComponent_RemoveConsumable Parms{}; Parms.ID = ID; Parms.Quantity = Quantity; Parms.RemovedDueSold = RemovedDueSold; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerInventoryComponent.RemoveKeyItem // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FName ID (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerInventoryComponent::RemoveKeyItem(const class FName ID) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "RemoveKeyItem"); Params::NocePlayerInventoryComponent_RemoveKeyItem Parms{}; Parms.ID = ID; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerInventoryComponent.RemoveKeyItemEma // (Final, Native, Public, BlueprintCallable) // Parameters: // const int32 Quantity (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePlayerInventoryComponent::RemoveKeyItemEma(const int32 Quantity) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "RemoveKeyItemEma"); Params::NocePlayerInventoryComponent_RemoveKeyItemEma Parms{}; Parms.Quantity = Quantity; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerInventoryComponent.RemoveLetter // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FName ID (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerInventoryComponent::RemoveLetter(const class FName ID) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "RemoveLetter"); Params::NocePlayerInventoryComponent_RemoveLetter Parms{}; Parms.ID = ID; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerInventoryComponent.RemoveOmamori // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FName ID (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const bool RemoveViewed (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePlayerInventoryComponent::RemoveOmamori(const class FName ID, const bool RemoveViewed) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "RemoveOmamori"); Params::NocePlayerInventoryComponent_RemoveOmamori Parms{}; Parms.ID = ID; Parms.RemoveViewed = RemoveViewed; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerInventoryComponent.RemoveViewedItemInInventory // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FName ID (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ENoceInventoryType InventoryType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerInventoryComponent::RemoveViewedItemInInventory(const class FName ID, ENoceInventoryType InventoryType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "RemoveViewedItemInInventory"); Params::NocePlayerInventoryComponent_RemoveViewedItemInInventory Parms{}; Parms.ID = ID; Parms.InventoryType = InventoryType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerInventoryComponent.ResetConsumableAndShortcut // (Final, Native, Public, BlueprintCallable) void UNocePlayerInventoryComponent::ResetConsumableAndShortcut() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "ResetConsumableAndShortcut"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerInventoryComponent.ResetDarkWeaponInventory // (Final, Native, Public, BlueprintCallable) void UNocePlayerInventoryComponent::ResetDarkWeaponInventory() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "ResetDarkWeaponInventory"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerInventoryComponent.ResetFogWeaponInventory // (Final, Native, Public, BlueprintCallable) void UNocePlayerInventoryComponent::ResetFogWeaponInventory() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "ResetFogWeaponInventory"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerInventoryComponent.ResetInventory // (Final, Native, Public, BlueprintCallable) void UNocePlayerInventoryComponent::ResetInventory() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "ResetInventory"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerInventoryComponent.ResetWeaponInventory // (Final, Native, Public, BlueprintCallable) void UNocePlayerInventoryComponent::ResetWeaponInventory() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "ResetWeaponInventory"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerInventoryComponent.SetConsumableSlotNum // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 NewSlotNum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerInventoryComponent::SetConsumableSlotNum(int32 NewSlotNum) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "SetConsumableSlotNum"); Params::NocePlayerInventoryComponent_SetConsumableSlotNum Parms{}; Parms.NewSlotNum = NewSlotNum; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerInventoryComponent.SetEquippedWeaponDurability // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FName ID (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const float Durability (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerInventoryComponent::SetEquippedWeaponDurability(const class FName ID, const float Durability) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "SetEquippedWeaponDurability"); Params::NocePlayerInventoryComponent_SetEquippedWeaponDurability Parms{}; Parms.ID = ID; Parms.Durability = Durability; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerInventoryComponent.SetLastNotebookContent // (Final, Native, Public, BlueprintCallable) // Parameters: // const ENoceNotebookType Type (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FName Content (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerInventoryComponent::SetLastNotebookContent(const ENoceNotebookType Type, const class FName Content) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "SetLastNotebookContent"); Params::NocePlayerInventoryComponent_SetLastNotebookContent Parms{}; Parms.Type = Type; Parms.Content = Content; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerInventoryComponent.SetLastNotebookNameIndex // (Final, Native, Public, BlueprintCallable) // Parameters: // const ENoceNotebookType Type (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 NewIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerInventoryComponent::SetLastNotebookNameIndex(const ENoceNotebookType Type, int32 NewIndex) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "SetLastNotebookNameIndex"); Params::NocePlayerInventoryComponent_SetLastNotebookNameIndex Parms{}; Parms.Type = Type; Parms.NewIndex = NewIndex; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerInventoryComponent.SetLastNotebookType // (Final, Native, Public, BlueprintCallable) // Parameters: // const ENoceNotebookType Type (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerInventoryComponent::SetLastNotebookType(const ENoceNotebookType Type) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "SetLastNotebookType"); Params::NocePlayerInventoryComponent_SetLastNotebookType Parms{}; Parms.Type = Type; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerInventoryComponent.SetLastSelectConsumableIndex // (Final, Native, Public, BlueprintCallable) // Parameters: // const int32 Index_0 (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerInventoryComponent::SetLastSelectConsumableIndex(const int32 Index_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "SetLastSelectConsumableIndex"); Params::NocePlayerInventoryComponent_SetLastSelectConsumableIndex Parms{}; Parms.Index_0 = Index_0; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerInventoryComponent.SetLastViewedLetter // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FName ID (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerInventoryComponent::SetLastViewedLetter(const class FName ID) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "SetLastViewedLetter"); Params::NocePlayerInventoryComponent_SetLastViewedLetter Parms{}; Parms.ID = ID; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerInventoryComponent.SetOmamoriSlotNum // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 NewSlotNum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerInventoryComponent::SetOmamoriSlotNum(int32 NewSlotNum) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "SetOmamoriSlotNum"); Params::NocePlayerInventoryComponent_SetOmamoriSlotNum Parms{}; Parms.NewSlotNum = NewSlotNum; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerInventoryComponent.SetWeaponDurability // (Final, Native, Public, BlueprintCallable) // Parameters: // const int32 Index_0 (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const bool IsFogWeapon (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const float Durability (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerInventoryComponent::SetWeaponDurability(const int32 Index_0, const bool IsFogWeapon, const float Durability) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "SetWeaponDurability"); Params::NocePlayerInventoryComponent_SetWeaponDurability Parms{}; Parms.Index_0 = Index_0; Parms.IsFogWeapon = IsFogWeapon; Parms.Durability = Durability; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerInventoryComponent.SetWeaponInventoryType // (Final, Native, Public, BlueprintCallable) // Parameters: // bool IsFogWeapon (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool AutoEquipIfNeeded (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerInventoryComponent::SetWeaponInventoryType(bool IsFogWeapon, bool AutoEquipIfNeeded) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "SetWeaponInventoryType"); Params::NocePlayerInventoryComponent_SetWeaponInventoryType Parms{}; Parms.IsFogWeapon = IsFogWeapon; Parms.AutoEquipIfNeeded = AutoEquipIfNeeded; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerInventoryComponent.TransferFaithItemToUsed // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName ID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 Quanity (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerInventoryComponent::TransferFaithItemToUsed(class FName ID, int32 Quanity) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "TransferFaithItemToUsed"); Params::NocePlayerInventoryComponent_TransferFaithItemToUsed Parms{}; Parms.ID = ID; Parms.Quanity = Quanity; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerInventoryComponent.TryEquipLastUsedWeapon // (Final, Native, Public, BlueprintCallable) void UNocePlayerInventoryComponent::TryEquipLastUsedWeapon() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "TryEquipLastUsedWeapon"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerInventoryComponent.TryToChangeWeapon // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerInventoryComponent::TryToChangeWeapon(int32 Index_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "TryToChangeWeapon"); Params::NocePlayerInventoryComponent_TryToChangeWeapon Parms{}; Parms.Index_0 = Index_0; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerInventoryComponent.TryToUseConsumableItem // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerInventoryComponent::TryToUseConsumableItem(int32 Index_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "TryToUseConsumableItem"); Params::NocePlayerInventoryComponent_TryToUseConsumableItem Parms{}; Parms.Index_0 = Index_0; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerInventoryComponent.UnequipConsumable // (Final, Native, Public, BlueprintCallable) // Parameters: // const int32 Index_0 (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerInventoryComponent::UnequipConsumable(const int32 Index_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "UnequipConsumable"); Params::NocePlayerInventoryComponent_UnequipConsumable Parms{}; Parms.Index_0 = Index_0; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerInventoryComponent.UnequipConsumableByName // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const class FName& ID (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerInventoryComponent::UnequipConsumableByName(const class FName& ID) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "UnequipConsumableByName"); Params::NocePlayerInventoryComponent_UnequipConsumableByName Parms{}; Parms.ID = ID; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerInventoryComponent.UnEquipCurrentWeapon // (Final, Native, Public, BlueprintCallable) void UNocePlayerInventoryComponent::UnEquipCurrentWeapon() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "UnEquipCurrentWeapon"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerInventoryComponent.UnequipOmamori // (Final, Native, Public, BlueprintCallable) // Parameters: // const int32 Index_0 (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerInventoryComponent::UnequipOmamori(const int32 Index_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "UnequipOmamori"); Params::NocePlayerInventoryComponent_UnequipOmamori Parms{}; Parms.Index_0 = Index_0; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerInventoryComponent.UpdateLastViewedConsumablesNum // (Final, Native, Public, BlueprintCallable) void UNocePlayerInventoryComponent::UpdateLastViewedConsumablesNum() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "UpdateLastViewedConsumablesNum"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerInventoryComponent.UpdateOmamoriSlotNum // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 RoundNum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 SlotSize (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerInventoryComponent::UpdateOmamoriSlotNum(int32 RoundNum, int32 SlotSize) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "UpdateOmamoriSlotNum"); Params::NocePlayerInventoryComponent_UpdateOmamoriSlotNum Parms{}; Parms.RoundNum = RoundNum; Parms.SlotSize = SlotSize; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerInventoryComponent.UpdateWeaponShouldBeEquipped // (Final, Native, Public, BlueprintCallable) // Parameters: // bool Force (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerInventoryComponent::UpdateWeaponShouldBeEquipped(bool Force) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "UpdateWeaponShouldBeEquipped"); Params::NocePlayerInventoryComponent_UpdateWeaponShouldBeEquipped Parms{}; Parms.Force = Force; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerInventoryComponent.UseConsumable // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const class FName& ID (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerInventoryComponent::UseConsumable(const class FName& ID) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerInventoryComponent", "UseConsumable"); Params::NocePlayerInventoryComponent_UseConsumable Parms{}; Parms.ID = ID; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerLookAtSubsystem.FindLookAtTargetComponent // (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable) // Parameters: // const struct FVector& InHeadLocation (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool InDebugDraw (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UNocePlayerLookAtTargetComponent* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UNocePlayerLookAtTargetComponent* UNocePlayerLookAtSubsystem::FindLookAtTargetComponent(const struct FVector& InHeadLocation, bool InDebugDraw) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerLookAtSubsystem", "FindLookAtTargetComponent"); Params::NocePlayerLookAtSubsystem_FindLookAtTargetComponent Parms{}; Parms.InHeadLocation = std::move(InHeadLocation); Parms.InDebugDraw = InDebugDraw; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerLookTargetComponent.GetDisableBlendTime // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNocePlayerLookTargetComponent::GetDisableBlendTime() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerLookTargetComponent", "GetDisableBlendTime"); Params::NocePlayerLookTargetComponent_GetDisableBlendTime Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerLookTargetComponent.GetEnable // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePlayerLookTargetComponent::GetEnable() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerLookTargetComponent", "GetEnable"); Params::NocePlayerLookTargetComponent_GetEnable Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerLookTargetComponent.GetEnableBlendTime // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNocePlayerLookTargetComponent::GetEnableBlendTime() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerLookTargetComponent", "GetEnableBlendTime"); Params::NocePlayerLookTargetComponent_GetEnableBlendTime Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerLookTargetComponent.GetNeedApplyLookAt // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePlayerLookTargetComponent::GetNeedApplyLookAt() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerLookTargetComponent", "GetNeedApplyLookAt"); Params::NocePlayerLookTargetComponent_GetNeedApplyLookAt Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerLookTargetComponent.GetPreviousLookAtLocation // (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure) // Parameters: // struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) struct FVector UNocePlayerLookTargetComponent::GetPreviousLookAtLocation() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerLookTargetComponent", "GetPreviousLookAtLocation"); Params::NocePlayerLookTargetComponent_GetPreviousLookAtLocation Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerLookTargetComponent.SetDisplaySystemInfo // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerLookTargetComponent::SetDisplaySystemInfo(bool InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerLookTargetComponent", "SetDisplaySystemInfo"); Params::NocePlayerLookTargetComponent_SetDisplaySystemInfo Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerLookTargetComponent.SetEnable // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerLookTargetComponent::SetEnable(bool InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerLookTargetComponent", "SetEnable"); Params::NocePlayerLookTargetComponent_SetEnable Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerLookTargetComponent.SetLookTarget // (Final, Native, Public, BlueprintCallable) // Parameters: // class AActor* InLookTarget (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerLookTargetComponent::SetLookTarget(class AActor* InLookTarget) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerLookTargetComponent", "SetLookTarget"); Params::NocePlayerLookTargetComponent_SetLookTarget Parms{}; Parms.InLookTarget = InLookTarget; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerLookTargetComponent.Update // (Final, Native, Public, BlueprintCallable) // Parameters: // float InDeltaTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool InFindLookAtTarget (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerLookTargetComponent::Update(float InDeltaTime, bool InFindLookAtTarget) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerLookTargetComponent", "Update"); Params::NocePlayerLookTargetComponent_Update Parms{}; Parms.InDeltaTime = InDeltaTime; Parms.InFindLookAtTarget = InFindLookAtTarget; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerStaminaComponent.AddContinuousDodgeCount // (Final, Native, Public, BlueprintCallable) void UNocePlayerStaminaComponent::AddContinuousDodgeCount() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerStaminaComponent", "AddContinuousDodgeCount"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerStaminaComponent.CostStamina // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName InStaminaKey (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerStaminaComponent::CostStamina(class FName InStaminaKey) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerStaminaComponent", "CostStamina"); Params::NocePlayerStaminaComponent_CostStamina Parms{}; Parms.InStaminaKey = InStaminaKey; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerStaminaComponent.GetStaminaByRowName // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName InRowName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNocePlayerStaminaComponent::GetStaminaByRowName(class FName InRowName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerStaminaComponent", "GetStaminaByRowName"); Params::NocePlayerStaminaComponent_GetStaminaByRowName Parms{}; Parms.InRowName = InRowName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerStaminaComponent.HandleOnPossessed // (Final, Native, Protected) // Parameters: // bool InPossessed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerStaminaComponent::HandleOnPossessed(bool InPossessed) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerStaminaComponent", "HandleOnPossessed"); Params::NocePlayerStaminaComponent_HandleOnPossessed Parms{}; Parms.InPossessed = InPossessed; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerStaminaComponent.HandleStaminaDamage // (Final, Native, Public, BlueprintCallable) // Parameters: // float InStaminaDamage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerStaminaComponent::HandleStaminaDamage(float InStaminaDamage) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerStaminaComponent", "HandleStaminaDamage"); Params::NocePlayerStaminaComponent_HandleStaminaDamage Parms{}; Parms.InStaminaDamage = InStaminaDamage; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerStaminaComponent.OnResetDodgeCountTimerUp // (Final, Native, Protected) void UNocePlayerStaminaComponent::OnResetDodgeCountTimerUp() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerStaminaComponent", "OnResetDodgeCountTimerUp"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerStaminaComponent.ResetContinuousDodgeCount // (Final, Native, Public, BlueprintCallable) void UNocePlayerStaminaComponent::ResetContinuousDodgeCount() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerStaminaComponent", "ResetContinuousDodgeCount"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerStaminaComponent.ResetStaminaTiredTime // (Final, Native, Public, BlueprintCallable) void UNocePlayerStaminaComponent::ResetStaminaTiredTime() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerStaminaComponent", "ResetStaminaTiredTime"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerStaminaComponent.UpdateStaminaTiredTime // (Final, Native, Public, BlueprintCallable) // Parameters: // float InCostStamina (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePlayerStaminaComponent::UpdateStaminaTiredTime(float InCostStamina) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePlayerStaminaComponent", "UpdateStaminaTiredTime"); Params::NocePlayerStaminaComponent_UpdateStaminaTiredTime Parms{}; Parms.InCostStamina = InCostStamina; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePlayerTriggerInterface.GetDebugActiveColor // (Native, Event, Public, HasDefaults, BlueprintEvent) // Parameters: // struct FColor ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) struct FColor INocePlayerTriggerInterface::GetDebugActiveColor() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("NocePlayerTriggerInterface", "GetDebugActiveColor"); Params::NocePlayerTriggerInterface_GetDebugActiveColor Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerTriggerInterface.GetDebugTriggerInfo // (Native, Event, Public, BlueprintEvent) // Parameters: // class FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) class FString INocePlayerTriggerInterface::GetDebugTriggerInfo() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("NocePlayerTriggerInterface", "GetDebugTriggerInfo"); Params::NocePlayerTriggerInterface_GetDebugTriggerInfo Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerTriggerInterface.GetDebugTriggerTitle // (Native, Event, Public, BlueprintEvent) // Parameters: // class FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) class FString INocePlayerTriggerInterface::GetDebugTriggerTitle() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("NocePlayerTriggerInterface", "GetDebugTriggerTitle"); Params::NocePlayerTriggerInterface_GetDebugTriggerTitle Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerTriggerInterface.GetHintboxes // (Native, Event, Public, BlueprintEvent) // Parameters: // TArray ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, ContainsInstancedReference, NativeAccessSpecifierPublic) TArray INocePlayerTriggerInterface::GetHintboxes() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("NocePlayerTriggerInterface", "GetHintboxes"); Params::NocePlayerTriggerInterface_GetHintboxes Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerTriggerInterface.GetHintSphere // (Native, Event, Public, BlueprintEvent) // Parameters: // class USphereComponent* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class USphereComponent* INocePlayerTriggerInterface::GetHintSphere() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("NocePlayerTriggerInterface", "GetHintSphere"); Params::NocePlayerTriggerInterface_GetHintSphere Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerTriggerInterface.GetTriggerBox // (Native, Event, Public, BlueprintEvent) // Parameters: // class UBoxComponent* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UBoxComponent* INocePlayerTriggerInterface::GetTriggerBox() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("NocePlayerTriggerInterface", "GetTriggerBox"); Params::NocePlayerTriggerInterface_GetTriggerBox Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerTriggerInterface.IsPlayerOverlapping // (Native, Event, Public, BlueprintCallable, BlueprintEvent) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool INocePlayerTriggerInterface::IsPlayerOverlapping() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("NocePlayerTriggerInterface", "IsPlayerOverlapping"); Params::NocePlayerTriggerInterface_IsPlayerOverlapping Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerTriggerInterface.IsTriggerAvailable // (Native, Event, Public, BlueprintCallable, BlueprintEvent) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool INocePlayerTriggerInterface::IsTriggerAvailable() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("NocePlayerTriggerInterface", "IsTriggerAvailable"); Params::NocePlayerTriggerInterface_IsTriggerAvailable Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePlayerTriggerInterface.IsTriggerEnabled // (Native, Event, Public, BlueprintCallable, BlueprintEvent) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool INocePlayerTriggerInterface::IsTriggerEnabled() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("NocePlayerTriggerInterface", "IsTriggerEnabled"); Params::NocePlayerTriggerInterface_IsTriggerEnabled Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePopWindowWidget.GetCurrentType // (Final, Native, Public, BlueprintCallable) // Parameters: // ENoceUIPopWindowType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENoceUIPopWindowType UNocePopWindowWidget::GetCurrentType() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePopWindowWidget", "GetCurrentType"); Params::NocePopWindowWidget_GetCurrentType Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NocePopWindowWidget.OnListMouseConfirm // (Final, Native, Protected) // Parameters: // int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePopWindowWidget::OnListMouseConfirm(int32 Index_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePopWindowWidget", "OnListMouseConfirm"); Params::NocePopWindowWidget_OnListMouseConfirm Parms{}; Parms.Index_0 = Index_0; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePopWindowWidget.SetDefaultIndex // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 InIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePopWindowWidget::SetDefaultIndex(int32 InIndex) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePopWindowWidget", "SetDefaultIndex"); Params::NocePopWindowWidget_SetDefaultIndex Parms{}; Parms.InIndex = InIndex; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePopWindowWidget.SetDialog // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FText& InDialogText (Parm, NativeAccessSpecifierPublic) void UNocePopWindowWidget::SetDialog(const class FText& InDialogText) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePopWindowWidget", "SetDialog"); Params::NocePopWindowWidget_SetDialog Parms{}; Parms.InDialogText = std::move(InDialogText); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePopWindowWidget.SetProperties // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FText& InDialogText (Parm, NativeAccessSpecifierPublic) // const TArray& InButtonTexts (Parm, ZeroConstructor, NativeAccessSpecifierPublic) // const TArray& InButtonActionNames (Parm, ZeroConstructor, NativeAccessSpecifierPublic) void UNocePopWindowWidget::SetProperties(const class FText& InDialogText, const TArray& InButtonTexts, const TArray& InButtonActionNames) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePopWindowWidget", "SetProperties"); Params::NocePopWindowWidget_SetProperties Parms{}; Parms.InDialogText = std::move(InDialogText); Parms.InButtonTexts = std::move(InButtonTexts); Parms.InButtonActionNames = std::move(InButtonActionNames); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePopWindowWidget.SetSound // (Final, Native, Public, BlueprintCallable) // Parameters: // const struct FNeoAudioTriggerIdHandle& InFadeInSound (Parm, NoDestructor, NativeAccessSpecifierPublic) // const TArray&InConfirmSound (Parm, ZeroConstructor, NativeAccessSpecifierPublic) // const struct FNeoAudioTriggerIdHandle& InCancelSound (Parm, NoDestructor, NativeAccessSpecifierPublic) void UNocePopWindowWidget::SetSound(const struct FNeoAudioTriggerIdHandle& InFadeInSound, const TArray& InConfirmSound, const struct FNeoAudioTriggerIdHandle& InCancelSound) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePopWindowWidget", "SetSound"); Params::NocePopWindowWidget_SetSound Parms{}; Parms.InFadeInSound = std::move(InFadeInSound); Parms.InConfirmSound = std::move(InConfirmSound); Parms.InCancelSound = std::move(InCancelSound); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePopWindowWidget.SetType // (Final, Native, Public, BlueprintCallable) // Parameters: // ENoceUIPopWindowType InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNocePopWindowWidget::SetType(ENoceUIPopWindowType InType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePopWindowWidget", "SetType"); Params::NocePopWindowWidget_SetType Parms{}; Parms.InType = InType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NocePopWindowWidget.ShowHpAdd // (Event, Public, BlueprintCallable, BlueprintEvent) // Parameters: // float AddedHP (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNocePopWindowWidget::ShowHpAdd(float AddedHP) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NocePopWindowWidget", "ShowHpAdd"); Params::NocePopWindowWidget_ShowHpAdd Parms{}; Parms.AddedHP = AddedHP; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function GameNoce.NoceProfilingActor.BindCmd_ReleaseFPS // (Final, Native, Static, Public) // Parameters: // bool bEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceProfilingActor::BindCmd_ReleaseFPS(bool bEnable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceProfilingActor", "BindCmd_ReleaseFPS"); Params::NoceProfilingActor_BindCmd_ReleaseFPS Parms{}; Parms.bEnable = bEnable; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceProfilingActor.BindCmd_StartProfiling // (Final, Native, Static, Public) // Parameters: // int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceProfilingActor::BindCmd_StartProfiling(int32 Index_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceProfilingActor", "BindCmd_StartProfiling"); Params::NoceProfilingActor_BindCmd_StartProfiling Parms{}; Parms.Index_0 = Index_0; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceProfilingActor.BindCmd_StopProfiling // (Final, Native, Static, Public) void ANoceProfilingActor::BindCmd_StopProfiling() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceProfilingActor", "BindCmd_StopProfiling"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceProfilingActor.GetRobustWorld // (Final, Native, Static, Public) // Parameters: // class UWorld* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UWorld* ANoceProfilingActor::GetRobustWorld() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceProfilingActor", "GetRobustWorld"); Params::NoceProfilingActor_GetRobustWorld Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceProfilingActor.IsStartProfiling // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceProfilingActor::IsStartProfiling() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceProfilingActor", "IsStartProfiling"); Params::NoceProfilingActor_IsStartProfiling Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceProfilingActor.InternalStartProfiling // (Native, Event, Protected, BlueprintEvent) // Parameters: // bool bEnableMemInsight (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceProfilingActor::InternalStartProfiling(bool bEnableMemInsight) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceProfilingActor", "InternalStartProfiling"); Params::NoceProfilingActor_InternalStartProfiling Parms{}; Parms.bEnableMemInsight = bEnableMemInsight; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceProfilingActor.InternalStopProfiling // (Native, Event, Protected, BlueprintEvent) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool ANoceProfilingActor::InternalStopProfiling() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceProfilingActor", "InternalStopProfiling"); Params::NoceProfilingActor_InternalStopProfiling Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceProfilingActor.StartDefaultProfiling // (Final, Native, Public, BlueprintCallable) void ANoceProfilingActor::StartDefaultProfiling() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceProfilingActor", "StartDefaultProfiling"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceProfilingActor.StartMemProfiling // (Final, Native, Public, BlueprintCallable) void ANoceProfilingActor::StartMemProfiling() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceProfilingActor", "StartMemProfiling"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceProfilingActor.StartProfiling // (Final, Native, Public, BlueprintCallable) // Parameters: // bool bEnableMemInsight (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceProfilingActor::StartProfiling(bool bEnableMemInsight) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceProfilingActor", "StartProfiling"); Params::NoceProfilingActor_StartProfiling Parms{}; Parms.bEnableMemInsight = bEnableMemInsight; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceProfilingActor.StopProfiling // (Final, Native, Public, BlueprintCallable) void ANoceProfilingActor::StopProfiling() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceProfilingActor", "StopProfiling"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceProfilingActor.UpdateCPUBoundComp // (Final, Native, Protected) void ANoceProfilingActor::UpdateCPUBoundComp() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceProfilingActor", "UpdateCPUBoundComp"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceQuestWidget.ShowQuest // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FText& Text (Parm, NativeAccessSpecifierPublic) void UNoceQuestWidget::ShowQuest(const class FText& Text) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceQuestWidget", "ShowQuest"); Params::NoceQuestWidget_ShowQuest Parms{}; Parms.Text = std::move(Text); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceReplaceConsumableWidget.OnRefreshSelection // (Final, Native, Protected) // Parameters: // int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceReplaceConsumableWidget::OnRefreshSelection(int32 Index_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceReplaceConsumableWidget", "OnRefreshSelection"); Params::NoceReplaceConsumableWidget_OnRefreshSelection Parms{}; Parms.Index_0 = Index_0; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceReplaceConsumableWidget.ShowConsumable // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName InID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 InQuantity (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* PickupActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceReplaceConsumableWidget::ShowConsumable(class FName InID, int32 InQuantity, class AActor* PickupActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceReplaceConsumableWidget", "ShowConsumable"); Params::NoceReplaceConsumableWidget_ShowConsumable Parms{}; Parms.InID = InID; Parms.InQuantity = InQuantity; Parms.PickupActor = PickupActor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceRichTextBlock.SetApplyOutlineToDropShadows // (Final, Native, Public, BlueprintCallable) // Parameters: // const bool InValue (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceRichTextBlock::SetApplyOutlineToDropShadows(const bool InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceRichTextBlock", "SetApplyOutlineToDropShadows"); Params::NoceRichTextBlock_SetApplyOutlineToDropShadows Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceRichTextBlock.SetColorAndOpacity // (Final, Native, Public, BlueprintCallable) // Parameters: // const struct FSlateColor& InValue (ConstParm, Parm, NativeAccessSpecifierPublic) void UNoceRichTextBlock::SetColorAndOpacity(const struct FSlateColor& InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceRichTextBlock", "SetColorAndOpacity"); Params::NoceRichTextBlock_SetColorAndOpacity Parms{}; Parms.InValue = std::move(InValue); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceRichTextBlock.SetFontMaterial // (Final, Native, Public, BlueprintCallable) // Parameters: // class UMaterialInterface* InValue (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceRichTextBlock::SetFontMaterial(class UMaterialInterface* InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceRichTextBlock", "SetFontMaterial"); Params::NoceRichTextBlock_SetFontMaterial Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceRichTextBlock.SetOutlineBlur // (Final, Native, Public, BlueprintCallable) // Parameters: // const int32 InValue (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceRichTextBlock::SetOutlineBlur(const int32 InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceRichTextBlock", "SetOutlineBlur"); Params::NoceRichTextBlock_SetOutlineBlur Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceRichTextBlock.SetOutlineColor // (Final, Native, Public, HasDefaults, BlueprintCallable) // Parameters: // const struct FLinearColor& InValue (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceRichTextBlock::SetOutlineColor(const struct FLinearColor& InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceRichTextBlock", "SetOutlineColor"); Params::NoceRichTextBlock_SetOutlineColor Parms{}; Parms.InValue = std::move(InValue); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceRichTextBlock.SetOutlineMaterial // (Final, Native, Public, BlueprintCallable) // Parameters: // class UMaterialInterface* InValue (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceRichTextBlock::SetOutlineMaterial(class UMaterialInterface* InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceRichTextBlock", "SetOutlineMaterial"); Params::NoceRichTextBlock_SetOutlineMaterial Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceRichTextBlock.SetOutlineSize // (Final, Native, Public, BlueprintCallable) // Parameters: // const int32 InValue (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceRichTextBlock::SetOutlineSize(const int32 InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceRichTextBlock", "SetOutlineSize"); Params::NoceRichTextBlock_SetOutlineSize Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceRichTextBlock.SetSeparateFillAlpha // (Final, Native, Public, BlueprintCallable) // Parameters: // const bool InValue (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceRichTextBlock::SetSeparateFillAlpha(const bool InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceRichTextBlock", "SetSeparateFillAlpha"); Params::NoceRichTextBlock_SetSeparateFillAlpha Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceRichTextBlock.SetShadowColorAndOpacity // (Final, Native, Public, HasDefaults, BlueprintCallable) // Parameters: // const struct FLinearColor& InValue (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceRichTextBlock::SetShadowColorAndOpacity(const struct FLinearColor& InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceRichTextBlock", "SetShadowColorAndOpacity"); Params::NoceRichTextBlock_SetShadowColorAndOpacity Parms{}; Parms.InValue = std::move(InValue); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceRichTextBlock.SetShadowOffset // (Final, Native, Public, HasDefaults, BlueprintCallable) // Parameters: // const struct FVector2D& InValue (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceRichTextBlock::SetShadowOffset(const struct FVector2D& InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceRichTextBlock", "SetShadowOffset"); Params::NoceRichTextBlock_SetShadowOffset Parms{}; Parms.InValue = std::move(InValue); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSanitySpawnVolume.OnGameProgressChanged // (Final, Native, Protected) // Parameters: // const struct FGameplayTag& NewTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceSanitySpawnVolume::OnGameProgressChanged(const struct FGameplayTag& NewTag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSanitySpawnVolume", "OnGameProgressChanged"); Params::NoceSanitySpawnVolume_OnGameProgressChanged Parms{}; Parms.NewTag = std::move(NewTag); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSanitySpawnVolume.OnOverlapBegin // (Final, Native, Protected) // Parameters: // class AActor* OverlappedActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* OtherActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceSanitySpawnVolume::OnOverlapBegin(class AActor* OverlappedActor, class AActor* OtherActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSanitySpawnVolume", "OnOverlapBegin"); Params::NoceSanitySpawnVolume_OnOverlapBegin Parms{}; Parms.OverlappedActor = OverlappedActor; Parms.OtherActor = OtherActor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSanitySpawnVolume.OnOverlapEnd // (Final, Native, Protected) // Parameters: // class AActor* OverlappedActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* OtherActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceSanitySpawnVolume::OnOverlapEnd(class AActor* OverlappedActor, class AActor* OtherActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSanitySpawnVolume", "OnOverlapEnd"); Params::NoceSanitySpawnVolume_OnOverlapEnd Parms{}; Parms.OverlappedActor = OverlappedActor; Parms.OtherActor = OtherActor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSavableInterface.RequestCreateRecordDataBP // (Native, Event, Public, BlueprintCallable, BlueprintEvent) // Parameters: // class AActor* InActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void INoceSavableInterface::RequestCreateRecordDataBP(class AActor* InActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("NoceSavableInterface", "RequestCreateRecordDataBP"); Params::NoceSavableInterface_RequestCreateRecordDataBP Parms{}; Parms.InActor = InActor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.SaveLoadUIObject.AnyEndingCleared // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool USaveLoadUIObject::AnyEndingCleared() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("SaveLoadUIObject", "AnyEndingCleared"); Params::SaveLoadUIObject_AnyEndingCleared Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.SaveLoadUIObject.IsEndingCleared // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // ENoceEndingType EndingType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool USaveLoadUIObject::IsEndingCleared(ENoceEndingType EndingType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("SaveLoadUIObject", "IsEndingCleared"); Params::SaveLoadUIObject_IsEndingCleared Parms{}; Parms.EndingType = EndingType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSaveLoadWidget.CacheGameClearedFlag // (Event, Public, BlueprintCallable, BlueprintEvent) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceSaveLoadWidget::CacheGameClearedFlag() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveLoadWidget", "CacheGameClearedFlag"); Params::NoceSaveLoadWidget_CacheGameClearedFlag Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function GameNoce.NoceSaveLoadWidget.IsCleared // (Final, Native, Public, BlueprintCallable) // Parameters: // ENoceEndingType InCheckEndingType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 InEndingClearBit (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceSaveLoadWidget::IsCleared(ENoceEndingType InCheckEndingType, int32 InEndingClearBit) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveLoadWidget", "IsCleared"); Params::NoceSaveLoadWidget_IsCleared Parms{}; Parms.InCheckEndingType = InCheckEndingType; Parms.InEndingClearBit = InEndingClearBit; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSaveLoadWidget.ShowLoadGame // (Event, Public, BlueprintCallable, BlueprintEvent) // Parameters: // bool InDisableClearGame (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSaveLoadWidget::ShowLoadGame(bool InDisableClearGame) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveLoadWidget", "ShowLoadGame"); Params::NoceSaveLoadWidget_ShowLoadGame Parms{}; Parms.InDisableClearGame = InDisableClearGame; UObject::ProcessEvent(Func, &Parms); } // Function GameNoce.NoceSaveLoadWidget.ShowSaveClearGame // (Event, Public, BlueprintCallable, BlueprintEvent) // Parameters: // bool InCheckFirstTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ENoceEndingType InCheckEndingType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceSaveLoadWidget::ShowSaveClearGame(bool InCheckFirstTime, ENoceEndingType InCheckEndingType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveLoadWidget", "ShowSaveClearGame"); Params::NoceSaveLoadWidget_ShowSaveClearGame Parms{}; Parms.InCheckFirstTime = InCheckFirstTime; Parms.InCheckEndingType = InCheckEndingType; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function GameNoce.NoceSaveLoadWidget.ShowSaveGame // (Event, Public, BlueprintCallable, BlueprintEvent) void UNoceSaveLoadWidget::ShowSaveGame() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSaveLoadWidget", "ShowSaveGame"); UObject::ProcessEvent(Func, nullptr); } // Function GameNoce.NoceSavePointUpgradeDataAsset.GetAddOmamoriCosts // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // ENoceRoundType round (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNoceSavePointUpgradeDataAsset::GetAddOmamoriCosts(ENoceRoundType round) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSavePointUpgradeDataAsset", "GetAddOmamoriCosts"); Params::NoceSavePointUpgradeDataAsset_GetAddOmamoriCosts Parms{}; Parms.round = round; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSavePointUpgradeDataAsset.GetCost // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // ENoceUpgradeType Type (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ENoceRoundType round (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 CurrentLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UNoceSavePointUpgradeDataAsset::GetCost(ENoceUpgradeType Type, ENoceRoundType round, int32 CurrentLevel) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSavePointUpgradeDataAsset", "GetCost"); Params::NoceSavePointUpgradeDataAsset_GetCost Parms{}; Parms.Type = Type; Parms.round = round; Parms.CurrentLevel = CurrentLevel; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSavePointUpgradeDataAsset.GetMaxLevel // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // ENoceUpgradeType Type (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ENoceRoundType round (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UNoceSavePointUpgradeDataAsset::GetMaxLevel(ENoceUpgradeType Type, ENoceRoundType round) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSavePointUpgradeDataAsset", "GetMaxLevel"); Params::NoceSavePointUpgradeDataAsset_GetMaxLevel Parms{}; Parms.Type = Type; Parms.round = round; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSavePointWidget.CanClaimReward // (Event, Protected, BlueprintCallable, BlueprintEvent) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceSavePointWidget::CanClaimReward() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSavePointWidget", "CanClaimReward"); Params::NoceSavePointWidget_CanClaimReward Parms{}; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function GameNoce.NoceSavePointWidget.CheckDLCProgressToEnableOffering // (Event, Protected, HasOutParams, BlueprintEvent) // Parameters: // bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSavePointWidget::CheckDLCProgressToEnableOffering(bool* NoUse) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSavePointWidget", "CheckDLCProgressToEnableOffering"); Params::NoceSavePointWidget_CheckDLCProgressToEnableOffering Parms{}; UObject::ProcessEvent(Func, &Parms); if (NoUse != nullptr) *NoUse = Parms.NoUse; } // Function GameNoce.NoceSavePointWidget.CreatePageWidget // (Final, Native, Protected, HasOutParams, HasDefaults, BlueprintCallable) // Parameters: // const struct FSoftClassPath& Path (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UNoceFocusableWidget** NewWidget (Parm, OutParm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSavePointWidget::CreatePageWidget(const struct FSoftClassPath& Path, class UNoceFocusableWidget** NewWidget) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSavePointWidget", "CreatePageWidget"); Params::NoceSavePointWidget_CreatePageWidget Parms{}; Parms.Path = std::move(Path); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (NewWidget != nullptr) *NewWidget = Parms.NewWidget; } // Function GameNoce.NoceSavePointWidget.ExecuteObj // (Final, Native, Public, BlueprintCallable) // Parameters: // class UPauseListObject* Obj (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSavePointWidget::ExecuteObj(class UPauseListObject* Obj) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSavePointWidget", "ExecuteObj"); Params::NoceSavePointWidget_ExecuteObj Parms{}; Parms.Obj = Obj; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSavePointWidget.GetPauseListObjs // (Final, Native, Public, BlueprintCallable) // Parameters: // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNoceSavePointWidget::GetPauseListObjs() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSavePointWidget", "GetPauseListObjs"); Params::NoceSavePointWidget_GetPauseListObjs Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSavePointWidget.IsInPage // (Final, Native, Protected, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceSavePointWidget::IsInPage() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSavePointWidget", "IsInPage"); Params::NoceSavePointWidget_IsInPage Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSavePointWidget.OnListMouseConfirm // (Final, Native, Protected) // Parameters: // int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSavePointWidget::OnListMouseConfirm(int32 Index_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSavePointWidget", "OnListMouseConfirm"); Params::NoceSavePointWidget_OnListMouseConfirm Parms{}; Parms.Index_0 = Index_0; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSavePointWidget.OnPageClosed // (Final, Native, Protected) void UNoceSavePointWidget::OnPageClosed() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSavePointWidget", "OnPageClosed"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSavePointWidget.OnUpdateEmaNum // (Final, Native, Protected) void UNoceSavePointWidget::OnUpdateEmaNum() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSavePointWidget", "OnUpdateEmaNum"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSavePointWidget.OnUpdateFaithValue // (Final, Native, Protected) void UNoceSavePointWidget::OnUpdateFaithValue() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSavePointWidget", "OnUpdateFaithValue"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSavePointWidget.PlayTransition // (Native, Event, Protected, HasOutParams, BlueprintEvent) // Parameters: // bool IsForward (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSavePointWidget::PlayTransition(bool IsForward, bool* NoUse) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSavePointWidget", "PlayTransition"); Params::NoceSavePointWidget_PlayTransition Parms{}; Parms.IsForward = IsForward; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (NoUse != nullptr) *NoUse = Parms.NoUse; } // Function GameNoce.NoceSavePointWidget.ShowEmaNum // (Event, Protected, BlueprintCallable, BlueprintEvent) // Parameters: // bool IsShow (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceSavePointWidget::ShowEmaNum(bool IsShow) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSavePointWidget", "ShowEmaNum"); Params::NoceSavePointWidget_ShowEmaNum Parms{}; Parms.IsShow = IsShow; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function GameNoce.NoceSavePointWidget.ShowFaithValue // (Event, Protected, BlueprintCallable, BlueprintEvent) // Parameters: // bool IsShow (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceSavePointWidget::ShowFaithValue(bool IsShow) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSavePointWidget", "ShowFaithValue"); Params::NoceSavePointWidget_ShowFaithValue Parms{}; Parms.IsShow = IsShow; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function GameNoce.NoceSavePointWidget.ToBuyItem // (Final, Native, Protected, BlueprintCallable) void UNoceSavePointWidget::ToBuyItem() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSavePointWidget", "ToBuyItem"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSavePointWidget.ToBuyOmamori // (Final, Native, Protected, BlueprintCallable) void UNoceSavePointWidget::ToBuyOmamori() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSavePointWidget", "ToBuyOmamori"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSavePointWidget.ToClaimReward // (Final, Native, Protected, BlueprintCallable) void UNoceSavePointWidget::ToClaimReward() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSavePointWidget", "ToClaimReward"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSavePointWidget.ToClaimRewardBP // (Event, Protected, HasOutParams, BlueprintEvent) // Parameters: // bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSavePointWidget::ToClaimRewardBP(bool* NoUse) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSavePointWidget", "ToClaimRewardBP"); Params::NoceSavePointWidget_ToClaimRewardBP Parms{}; UObject::ProcessEvent(Func, &Parms); if (NoUse != nullptr) *NoUse = Parms.NoUse; } // Function GameNoce.NoceSavePointWidget.ToHeal // (Final, Native, Protected, BlueprintCallable) void UNoceSavePointWidget::ToHeal() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSavePointWidget", "ToHeal"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSavePointWidget.ToHealSanity // (Final, Native, Protected, BlueprintCallable) void UNoceSavePointWidget::ToHealSanity() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSavePointWidget", "ToHealSanity"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSavePointWidget.ToPage // (Final, Native, Protected, HasOutParams, HasDefaults, BlueprintCallable) // Parameters: // const struct FSoftClassPath& PageWidgetPath (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UNoceFocusableWidget** PageWidget (Parm, OutParm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSavePointWidget::ToPage(const struct FSoftClassPath& PageWidgetPath, class UNoceFocusableWidget** PageWidget) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSavePointWidget", "ToPage"); Params::NoceSavePointWidget_ToPage Parms{}; Parms.PageWidgetPath = std::move(PageWidgetPath); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (PageWidget != nullptr) *PageWidget = Parms.PageWidget; } // Function GameNoce.NoceSavePointWidget.ToRepairWeapon // (Final, Native, Protected, BlueprintCallable) void UNoceSavePointWidget::ToRepairWeapon() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSavePointWidget", "ToRepairWeapon"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSavePointWidget.ToSaveGame // (Final, Native, Protected, BlueprintCallable) void UNoceSavePointWidget::ToSaveGame() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSavePointWidget", "ToSaveGame"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSavePointWidget.ToSellItem // (Final, Native, Protected, BlueprintCallable) void UNoceSavePointWidget::ToSellItem() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSavePointWidget", "ToSellItem"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSavePointWidget.ToSwitchOutfit // (Final, Native, Protected, BlueprintCallable) void UNoceSavePointWidget::ToSwitchOutfit() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSavePointWidget", "ToSwitchOutfit"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSavePointWidget.UpdateEmaNum // (Event, Protected, BlueprintCallable, BlueprintEvent) // Parameters: // bool WithAnimation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceSavePointWidget::UpdateEmaNum(bool WithAnimation) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSavePointWidget", "UpdateEmaNum"); Params::NoceSavePointWidget_UpdateEmaNum Parms{}; Parms.WithAnimation = WithAnimation; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function GameNoce.NoceSavePointWidget.UpdateFaithValue // (Event, Protected, BlueprintCallable, BlueprintEvent) // Parameters: // bool WithAnimation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceSavePointWidget::UpdateFaithValue(bool WithAnimation) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSavePointWidget", "UpdateFaithValue"); Params::NoceSavePointWidget_UpdateFaithValue Parms{}; Parms.WithAnimation = WithAnimation; UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } // Function GameNoce.NoceSetting_AudioOutputDevice.DefaultDeviceChanged // (Final, Native, Public) // Parameters: // EAudioDeviceChangedRole InRole (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FString& DeviceID (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSetting_AudioOutputDevice::DefaultDeviceChanged(EAudioDeviceChangedRole InRole, const class FString& DeviceID) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSetting_AudioOutputDevice", "DefaultDeviceChanged"); Params::NoceSetting_AudioOutputDevice_DefaultDeviceChanged Parms{}; Parms.InRole = InRole; Parms.DeviceID = std::move(DeviceID); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSetting_AudioOutputDevice.DeviceAddedOrRemoved // (Final, Native, Public) // Parameters: // const class FString& DeviceID (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSetting_AudioOutputDevice::DeviceAddedOrRemoved(const class FString& DeviceID) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSetting_AudioOutputDevice", "DeviceAddedOrRemoved"); Params::NoceSetting_AudioOutputDevice_DeviceAddedOrRemoved Parms{}; Parms.DeviceID = std::move(DeviceID); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSetting_AudioOutputDevice.OnAudioOutputDevicesObtained // (Final, Native, Public, HasOutParams) // Parameters: // const TArray&AvailableDevices (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) void UNoceSetting_AudioOutputDevice::OnAudioOutputDevicesObtained(const TArray& AvailableDevices) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSetting_AudioOutputDevice", "OnAudioOutputDevicesObtained"); Params::NoceSetting_AudioOutputDevice_OnAudioOutputDevicesObtained Parms{}; Parms.AvailableDevices = std::move(AvailableDevices); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSetting_AudioOutputDevice.OnCompletedDeviceSwap // (Final, Native, Public, HasOutParams) // Parameters: // const struct FSwapAudioOutputResult& SwapResult (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) void UNoceSetting_AudioOutputDevice::OnCompletedDeviceSwap(const struct FSwapAudioOutputResult& SwapResult) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSetting_AudioOutputDevice", "OnCompletedDeviceSwap"); Params::NoceSetting_AudioOutputDevice_OnCompletedDeviceSwap Parms{}; Parms.SwapResult = std::move(SwapResult); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSpeakerRegister.RegisterSpeaker // (Final, Native, Public, BlueprintCallable) void UNoceSpeakerRegister::RegisterSpeaker() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSpeakerRegister", "RegisterSpeaker"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSpeakerRegister.UnregisterSpeaker // (Final, Native, Public, BlueprintCallable) void UNoceSpeakerRegister::UnregisterSpeaker() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSpeakerRegister", "UnregisterSpeaker"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceStreamByProgressComp.EnableStreamingFromGame // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceStreamByProgressComp::EnableStreamingFromGame(bool InEnable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceStreamByProgressComp", "EnableStreamingFromGame"); Params::NoceStreamByProgressComp_EnableStreamingFromGame Parms{}; Parms.InEnable = InEnable; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceStreamByProgressComp.ResetHiddenInGameActors // (Final, Native, Public, BlueprintCallable) void UNoceStreamByProgressComp::ResetHiddenInGameActors() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceStreamByProgressComp", "ResetHiddenInGameActors"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSubtitleSubsystem.ForbitSubtitleForSpecifiedLanguage // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FString& InLanguage (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool InForbit (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSubtitleSubsystem::ForbitSubtitleForSpecifiedLanguage(const class FString& InLanguage, bool InForbit) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSubtitleSubsystem", "ForbitSubtitleForSpecifiedLanguage"); Params::NoceSubtitleSubsystem_ForbitSubtitleForSpecifiedLanguage Parms{}; Parms.InLanguage = std::move(InLanguage); Parms.InForbit = InForbit; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSubtitleSubsystem.GetCanShowSubtitle // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceSubtitleSubsystem::GetCanShowSubtitle() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSubtitleSubsystem", "GetCanShowSubtitle"); Params::NoceSubtitleSubsystem_GetCanShowSubtitle Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSubtitleSubsystem.OnSettingChanged // (Final, Native, Protected) // Parameters: // class UNoceSystemSaveGame* Settings (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSubtitleSubsystem::OnSettingChanged(class UNoceSystemSaveGame* Settings) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSubtitleSubsystem", "OnSettingChanged"); Params::NoceSubtitleSubsystem_OnSettingChanged Parms{}; Parms.Settings = Settings; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSubtitleSubsystem.OnSystemSaveLoaded // (Final, Native, Protected) // Parameters: // class UNoceSystemSaveGame* InSystemSave (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSubtitleSubsystem::OnSystemSaveLoaded(class UNoceSystemSaveGame* InSystemSave) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSubtitleSubsystem", "OnSystemSaveLoaded"); Params::NoceSubtitleSubsystem_OnSystemSaveLoaded Parms{}; Parms.InSystemSave = InSystemSave; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSubtitleSubsystem.RemoveAllCinematicNote // (Final, Native, Public, BlueprintCallable) void UNoceSubtitleSubsystem::RemoveAllCinematicNote() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSubtitleSubsystem", "RemoveAllCinematicNote"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSubtitleSubsystem.RemoveAllSubtitle // (Final, Native, Public, BlueprintCallable) void UNoceSubtitleSubsystem::RemoveAllSubtitle() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSubtitleSubsystem", "RemoveAllSubtitle"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSubtitleSubsystem.RequestCinematicNote // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FText& InSubstitleText (Parm, NativeAccessSpecifierPublic) // float InDuration (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 InPriority (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSubtitleSubsystem::RequestCinematicNote(const class FText& InSubstitleText, float InDuration, int32 InPriority) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSubtitleSubsystem", "RequestCinematicNote"); Params::NoceSubtitleSubsystem_RequestCinematicNote Parms{}; Parms.InSubstitleText = std::move(InSubstitleText); Parms.InDuration = InDuration; Parms.InPriority = InPriority; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSubtitleSubsystem.RequestSubtitle // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FText& InSubstitleText (Parm, NativeAccessSpecifierPublic) // float InDuration (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 InPriority (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // ENoceSubtitleType InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool UseItalic (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool AlwaysShow (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSubtitleSubsystem::RequestSubtitle(const class FText& InSubstitleText, float InDuration, int32 InPriority, ENoceSubtitleType InType, bool UseItalic, bool AlwaysShow) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSubtitleSubsystem", "RequestSubtitle"); Params::NoceSubtitleSubsystem_RequestSubtitle Parms{}; Parms.InSubstitleText = std::move(InSubstitleText); Parms.InDuration = InDuration; Parms.InPriority = InPriority; Parms.InType = InType; Parms.UseItalic = UseItalic; Parms.AlwaysShow = AlwaysShow; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSubtitleSubsystem.SetHideSubtitle // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InHide (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSubtitleSubsystem::SetHideSubtitle(bool InHide) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSubtitleSubsystem", "SetHideSubtitle"); Params::NoceSubtitleSubsystem_SetHideSubtitle Parms{}; Parms.InHide = InHide; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSubtitleWidgetBase.SetSubtitleBackground // (Native, Event, Public, BlueprintEvent) // Parameters: // ENoceGameSettingSubtitleBackground InBackground (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSubtitleWidgetBase::SetSubtitleBackground(ENoceGameSettingSubtitleBackground InBackground) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSubtitleWidgetBase", "SetSubtitleBackground"); Params::NoceSubtitleWidgetBase_SetSubtitleBackground Parms{}; Parms.InBackground = InBackground; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSubtitleWidgetBase.SetSubtitleEmptyLineBP // (Native, Event, Public, BlueprintEvent) // Parameters: // int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSubtitleWidgetBase::SetSubtitleEmptyLineBP(int32 Index_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSubtitleWidgetBase", "SetSubtitleEmptyLineBP"); Params::NoceSubtitleWidgetBase_SetSubtitleEmptyLineBP Parms{}; Parms.Index_0 = Index_0; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSubtitleWidgetBase.SetSubtitleLineBP // (Native, Event, Public, HasOutParams, BlueprintEvent) // Parameters: // int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FText& Prefix (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // const class FText& Subtitle (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // bool HidePrefix (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSubtitleWidgetBase::SetSubtitleLineBP(int32 Index_0, const class FText& Prefix, const class FText& Subtitle, bool HidePrefix) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSubtitleWidgetBase", "SetSubtitleLineBP"); Params::NoceSubtitleWidgetBase_SetSubtitleLineBP Parms{}; Parms.Index_0 = Index_0; Parms.Prefix = std::move(Prefix); Parms.Subtitle = std::move(Subtitle); Parms.HidePrefix = HidePrefix; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSubtitleWidgetBase.SetSubtitleType // (Native, Event, Public, BlueprintEvent) // Parameters: // ENoceSubtitleType InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool UseItalic (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSubtitleWidgetBase::SetSubtitleType(ENoceSubtitleType InType, bool UseItalic) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSubtitleWidgetBase", "SetSubtitleType"); Params::NoceSubtitleWidgetBase_SetSubtitleType Parms{}; Parms.InType = InType; Parms.UseItalic = UseItalic; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSubtitleWidgetBase.SetSubtitleVisible // (Native, Event, Public, BlueprintEvent) // Parameters: // bool InVisible (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSubtitleWidgetBase::SetSubtitleVisible(bool InVisible) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSubtitleWidgetBase", "SetSubtitleVisible"); Params::NoceSubtitleWidgetBase_SetSubtitleVisible Parms{}; Parms.InVisible = InVisible; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSubtitleWidgetBase.UpdateSetting // (Native, Event, Public, BlueprintCallable, BlueprintEvent) // Parameters: // class UNoceSystemSaveGame* Settings (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceSubtitleWidgetBase::UpdateSetting(class UNoceSystemSaveGame* Settings) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSubtitleWidgetBase", "UpdateSetting"); Params::NoceSubtitleWidgetBase_UpdateSetting Parms{}; Parms.Settings = Settings; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSystemSaveGame.GetAvailableConsolePresets // (Final, Native, Static, Public) // Parameters: // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNoceSystemSaveGame::GetAvailableConsolePresets() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceSystemSaveGame", "GetAvailableConsolePresets"); Params::NoceSystemSaveGame_GetAvailableConsolePresets Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSystemSaveGame.AnyEndingCleared // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceSystemSaveGame::AnyEndingCleared() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "AnyEndingCleared"); Params::NoceSystemSaveGame_AnyEndingCleared Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSystemSaveGame.ApplyConsolePreset // (Final, Native, Public) void UNoceSystemSaveGame::ApplyConsolePreset() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "ApplyConsolePreset"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSystemSaveGame.ApplySettings // (Final, Native, Public, BlueprintCallable) void UNoceSystemSaveGame::ApplySettings() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "ApplySettings"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSystemSaveGame.GetLastEndingType // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // ENoceEndingType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENoceEndingType UNoceSystemSaveGame::GetLastEndingType() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "GetLastEndingType"); Params::NoceSystemSaveGame_GetLastEndingType Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSystemSaveGame.GetTitleCorruptionLevel // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UNoceSystemSaveGame::GetTitleCorruptionLevel() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "GetTitleCorruptionLevel"); Params::NoceSystemSaveGame_GetTitleCorruptionLevel Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSystemSaveGame.IsEndingCleared // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // ENoceEndingType EndingType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceSystemSaveGame::IsEndingCleared(ENoceEndingType EndingType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "IsEndingCleared"); Params::NoceSystemSaveGame_IsEndingCleared Parms{}; Parms.EndingType = EndingType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSystemSaveGame.SetAudioDynamicRange // (Final, Native, Public) // Parameters: // ENoceGameSettingAudioDynamicRange Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSystemSaveGame::SetAudioDynamicRange(ENoceGameSettingAudioDynamicRange Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "SetAudioDynamicRange"); Params::NoceSystemSaveGame_SetAudioDynamicRange Parms{}; Parms.Value = Value; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSystemSaveGame.SetAudioProfile // (Final, Native, Public) // Parameters: // ENoceGameSettingAudioProfileType Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSystemSaveGame::SetAudioProfile(ENoceGameSettingAudioProfileType Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "SetAudioProfile"); Params::NoceSystemSaveGame_SetAudioProfile Parms{}; Parms.Value = Value; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSystemSaveGame.SetBGMVolume // (Final, Native, Public) // Parameters: // float InVolume (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSystemSaveGame::SetBGMVolume(float InVolume) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "SetBGMVolume"); Params::NoceSystemSaveGame_SetBGMVolume Parms{}; Parms.InVolume = InVolume; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSystemSaveGame.SetBrightness // (Final, Native, Public) // Parameters: // float InVal (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSystemSaveGame::SetBrightness(float InVal) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "SetBrightness"); Params::NoceSystemSaveGame_SetBrightness Parms{}; Parms.InVal = InVal; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSystemSaveGame.SetCameraSensitivity // (Final, Native, Public) // Parameters: // float Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSystemSaveGame::SetCameraSensitivity(float Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "SetCameraSensitivity"); Params::NoceSystemSaveGame_SetCameraSensitivity Parms{}; Parms.Value = Value; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSystemSaveGame.SetColorBlindMode // (Final, Native, Public) // Parameters: // EColorBlindMode InMode (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSystemSaveGame::SetColorBlindMode(EColorBlindMode InMode) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "SetColorBlindMode"); Params::NoceSystemSaveGame_SetColorBlindMode Parms{}; Parms.InMode = InMode; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSystemSaveGame.SetColorBlindStrength // (Final, Native, Public) // Parameters: // int32 InColorBlindStrength (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSystemSaveGame::SetColorBlindStrength(int32 InColorBlindStrength) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "SetColorBlindStrength"); Params::NoceSystemSaveGame_SetColorBlindStrength Parms{}; Parms.InColorBlindStrength = InColorBlindStrength; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSystemSaveGame.SetContrast // (Final, Native, Public) // Parameters: // float InVal (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSystemSaveGame::SetContrast(float InVal) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "SetContrast"); Params::NoceSystemSaveGame_SetContrast Parms{}; Parms.InVal = InVal; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSystemSaveGame.SetEnableVibration // (Final, Native, Public) // Parameters: // bool Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSystemSaveGame::SetEnableVibration(bool Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "SetEnableVibration"); Params::NoceSystemSaveGame_SetEnableVibration Parms{}; Parms.Value = Value; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSystemSaveGame.SetEndingCleared // (Final, Native, Public, BlueprintCallable) // Parameters: // ENoceEndingType EndingType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSystemSaveGame::SetEndingCleared(ENoceEndingType EndingType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "SetEndingCleared"); Params::NoceSystemSaveGame_SetEndingCleared Parms{}; Parms.EndingType = EndingType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSystemSaveGame.SetEndingNotCleared // (Final, Native, Public, BlueprintCallable) // Parameters: // ENoceEndingType EndingType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSystemSaveGame::SetEndingNotCleared(ENoceEndingType EndingType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "SetEndingNotCleared"); Params::NoceSystemSaveGame_SetEndingNotCleared Parms{}; Parms.EndingType = EndingType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSystemSaveGame.SetGamepadControlType // (Final, Native, Public) // Parameters: // ENoceInputGamepadType InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSystemSaveGame::SetGamepadControlType(ENoceInputGamepadType InType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "SetGamepadControlType"); Params::NoceSystemSaveGame_SetGamepadControlType Parms{}; Parms.InType = InType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSystemSaveGame.SetInvertCameraPitchInput // (Final, Native, Public, BlueprintCallable) // Parameters: // bool Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSystemSaveGame::SetInvertCameraPitchInput(bool Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "SetInvertCameraPitchInput"); Params::NoceSystemSaveGame_SetInvertCameraPitchInput Parms{}; Parms.Value = Value; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSystemSaveGame.SetInvertCameraYawInput // (Final, Native, Public, BlueprintCallable) // Parameters: // bool Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSystemSaveGame::SetInvertCameraYawInput(bool Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "SetInvertCameraYawInput"); Params::NoceSystemSaveGame_SetInvertCameraYawInput Parms{}; Parms.Value = Value; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSystemSaveGame.SetLastEndingType // (Final, Native, Public, BlueprintCallable) // Parameters: // ENoceEndingType InEndingType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSystemSaveGame::SetLastEndingType(ENoceEndingType InEndingType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "SetLastEndingType"); Params::NoceSystemSaveGame_SetLastEndingType Parms{}; Parms.InEndingType = InEndingType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSystemSaveGame.SetMotionBlur // (Final, Native, Public) // Parameters: // bool Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSystemSaveGame::SetMotionBlur(bool Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "SetMotionBlur"); Params::NoceSystemSaveGame_SetMotionBlur Parms{}; Parms.Value = Value; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSystemSaveGame.SetMouseCameraSensitivity // (Final, Native, Public) // Parameters: // float Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSystemSaveGame::SetMouseCameraSensitivity(float Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "SetMouseCameraSensitivity"); Params::NoceSystemSaveGame_SetMouseCameraSensitivity Parms{}; Parms.Value = Value; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSystemSaveGame.SetOverallVolume // (Final, Native, Public) // Parameters: // float InVolume (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSystemSaveGame::SetOverallVolume(float InVolume) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "SetOverallVolume"); Params::NoceSystemSaveGame_SetOverallVolume Parms{}; Parms.InVolume = InVolume; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSystemSaveGame.SetPendingCulture // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FString& NewCulture (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSystemSaveGame::SetPendingCulture(const class FString& NewCulture) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "SetPendingCulture"); Params::NoceSystemSaveGame_SetPendingCulture Parms{}; Parms.NewCulture = std::move(NewCulture); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSystemSaveGame.SetPreset // (Final, Native, Public, BlueprintCallable) // Parameters: // ENoceGameSettingPreset InVal (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSystemSaveGame::SetPreset(ENoceGameSettingPreset InVal) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "SetPreset"); Params::NoceSystemSaveGame_SetPreset Parms{}; Parms.InVal = InVal; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSystemSaveGame.SetSettingInitialized // (Final, Native, Public, BlueprintCallable) void UNoceSystemSaveGame::SetSettingInitialized() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "SetSettingInitialized"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSystemSaveGame.SetSFXVolume // (Final, Native, Public) // Parameters: // float InVolume (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSystemSaveGame::SetSFXVolume(float InVolume) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "SetSFXVolume"); Params::NoceSystemSaveGame_SetSFXVolume Parms{}; Parms.InVolume = InVolume; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSystemSaveGame.SetShowSubtitleNames // (Final, Native, Public) // Parameters: // bool Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSystemSaveGame::SetShowSubtitleNames(bool Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "SetShowSubtitleNames"); Params::NoceSystemSaveGame_SetShowSubtitleNames Parms{}; Parms.Value = Value; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSystemSaveGame.SetShowSubtitles // (Final, Native, Public) // Parameters: // bool Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSystemSaveGame::SetShowSubtitles(bool Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "SetShowSubtitles"); Params::NoceSystemSaveGame_SetShowSubtitles Parms{}; Parms.Value = Value; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSystemSaveGame.SetSprintToggle // (Final, Native, Public) // Parameters: // bool Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSystemSaveGame::SetSprintToggle(bool Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "SetSprintToggle"); Params::NoceSystemSaveGame_SetSprintToggle Parms{}; Parms.Value = Value; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSystemSaveGame.SetSubtitleBackground // (Final, Native, Public) // Parameters: // ENoceGameSettingSubtitleBackground Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSystemSaveGame::SetSubtitleBackground(ENoceGameSettingSubtitleBackground Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "SetSubtitleBackground"); Params::NoceSystemSaveGame_SetSubtitleBackground Parms{}; Parms.Value = Value; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSystemSaveGame.SetSubtitleColor // (Final, Native, Public) // Parameters: // ENoceGameSettingSubtitleColor Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSystemSaveGame::SetSubtitleColor(ENoceGameSettingSubtitleColor Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "SetSubtitleColor"); Params::NoceSystemSaveGame_SetSubtitleColor Parms{}; Parms.Value = Value; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSystemSaveGame.SetSubtitleFont // (Final, Native, Public) // Parameters: // ENoceGameSettingFont Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSystemSaveGame::SetSubtitleFont(ENoceGameSettingFont Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "SetSubtitleFont"); Params::NoceSystemSaveGame_SetSubtitleFont Parms{}; Parms.Value = Value; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSystemSaveGame.SetSubtitleSize // (Final, Native, Public) // Parameters: // ENoceGameSettingSize Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSystemSaveGame::SetSubtitleSize(ENoceGameSettingSize Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "SetSubtitleSize"); Params::NoceSystemSaveGame_SetSubtitleSize Parms{}; Parms.Value = Value; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSystemSaveGame.SetTitleCorruptionLevel // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 InLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ForceSet (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSystemSaveGame::SetTitleCorruptionLevel(int32 InLevel, bool ForceSet) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "SetTitleCorruptionLevel"); Params::NoceSystemSaveGame_SetTitleCorruptionLevel Parms{}; Parms.InLevel = InLevel; Parms.ForceSet = ForceSet; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSystemSaveGame.SetTutorialVisibility // (Final, Native, Public) // Parameters: // bool Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSystemSaveGame::SetTutorialVisibility(bool Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "SetTutorialVisibility"); Params::NoceSystemSaveGame_SetTutorialVisibility Parms{}; Parms.Value = Value; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSystemSaveGame.SetUIFont // (Final, Native, Public) // Parameters: // ENoceGameSettingFont Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSystemSaveGame::SetUIFont(ENoceGameSettingFont Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "SetUIFont"); Params::NoceSystemSaveGame_SetUIFont Parms{}; Parms.Value = Value; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSystemSaveGame.SetUIVolume // (Final, Native, Public) // Parameters: // float InVolume (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSystemSaveGame::SetUIVolume(float InVolume) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "SetUIVolume"); Params::NoceSystemSaveGame_SetUIVolume Parms{}; Parms.InVolume = InVolume; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSystemSaveGame.SetVoiceLanguage // (Final, Native, Public) // Parameters: // ENoceLanguageType Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSystemSaveGame::SetVoiceLanguage(ENoceLanguageType Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "SetVoiceLanguage"); Params::NoceSystemSaveGame_SetVoiceLanguage Parms{}; Parms.Value = Value; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSystemSaveGame.SetVoiceVolume // (Final, Native, Public) // Parameters: // float InVolume (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSystemSaveGame::SetVoiceVolume(float InVolume) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "SetVoiceVolume"); Params::NoceSystemSaveGame_SetVoiceVolume Parms{}; Parms.InVolume = InVolume; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSystemSaveGame.UpdateEndingClearedBitmask // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 ClearBitmask (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceSystemSaveGame::UpdateEndingClearedBitmask(int32 ClearBitmask) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "UpdateEndingClearedBitmask"); Params::NoceSystemSaveGame_UpdateEndingClearedBitmask Parms{}; Parms.ClearBitmask = ClearBitmask; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceSystemSaveGame.GetAudioDynamicRange // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // ENoceGameSettingAudioDynamicRange ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENoceGameSettingAudioDynamicRange UNoceSystemSaveGame::GetAudioDynamicRange() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "GetAudioDynamicRange"); Params::NoceSystemSaveGame_GetAudioDynamicRange Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSystemSaveGame.GetAudioProfile // (Final, Native, Public, Const) // Parameters: // ENoceGameSettingAudioProfileType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENoceGameSettingAudioProfileType UNoceSystemSaveGame::GetAudioProfile() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "GetAudioProfile"); Params::NoceSystemSaveGame_GetAudioProfile Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSystemSaveGame.GetBGMVolume // (Final, Native, Public, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNoceSystemSaveGame::GetBGMVolume() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "GetBGMVolume"); Params::NoceSystemSaveGame_GetBGMVolume Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSystemSaveGame.GetBrightness // (Final, Native, Public, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNoceSystemSaveGame::GetBrightness() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "GetBrightness"); Params::NoceSystemSaveGame_GetBrightness Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSystemSaveGame.GetCameraSensitivity // (Final, Native, Public, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNoceSystemSaveGame::GetCameraSensitivity() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "GetCameraSensitivity"); Params::NoceSystemSaveGame_GetCameraSensitivity Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSystemSaveGame.GetColorBlindMode // (Final, Native, Public, Const) // Parameters: // EColorBlindMode ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) EColorBlindMode UNoceSystemSaveGame::GetColorBlindMode() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "GetColorBlindMode"); Params::NoceSystemSaveGame_GetColorBlindMode Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSystemSaveGame.GetColorBlindStrength // (Final, Native, Public, Const) // Parameters: // int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 UNoceSystemSaveGame::GetColorBlindStrength() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "GetColorBlindStrength"); Params::NoceSystemSaveGame_GetColorBlindStrength Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSystemSaveGame.GetContrast // (Final, Native, Public, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNoceSystemSaveGame::GetContrast() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "GetContrast"); Params::NoceSystemSaveGame_GetContrast Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSystemSaveGame.GetDefaultConsolePreset // (Final, Native, Public, Const) // Parameters: // ENoceGameSettingPreset ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENoceGameSettingPreset UNoceSystemSaveGame::GetDefaultConsolePreset() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "GetDefaultConsolePreset"); Params::NoceSystemSaveGame_GetDefaultConsolePreset Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSystemSaveGame.GetDefaultVoiceLanguage // (Final, Native, Public, Const) // Parameters: // ENoceLanguageType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENoceLanguageType UNoceSystemSaveGame::GetDefaultVoiceLanguage() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "GetDefaultVoiceLanguage"); Params::NoceSystemSaveGame_GetDefaultVoiceLanguage Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSystemSaveGame.GetEnableVibration // (Final, Native, Public, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceSystemSaveGame::GetEnableVibration() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "GetEnableVibration"); Params::NoceSystemSaveGame_GetEnableVibration Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSystemSaveGame.GetGamepadControlType // (Final, Native, Public, Const) // Parameters: // ENoceInputGamepadType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENoceInputGamepadType UNoceSystemSaveGame::GetGamepadControlType() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "GetGamepadControlType"); Params::NoceSystemSaveGame_GetGamepadControlType Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSystemSaveGame.GetInvertCameraPitchInput // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceSystemSaveGame::GetInvertCameraPitchInput() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "GetInvertCameraPitchInput"); Params::NoceSystemSaveGame_GetInvertCameraPitchInput Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSystemSaveGame.GetInvertCameraYawInput // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceSystemSaveGame::GetInvertCameraYawInput() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "GetInvertCameraYawInput"); Params::NoceSystemSaveGame_GetInvertCameraYawInput Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSystemSaveGame.GetLastPreset // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // ENoceGameSettingPreset ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENoceGameSettingPreset UNoceSystemSaveGame::GetLastPreset() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "GetLastPreset"); Params::NoceSystemSaveGame_GetLastPreset Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSystemSaveGame.GetMotionBlur // (Final, Native, Public, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceSystemSaveGame::GetMotionBlur() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "GetMotionBlur"); Params::NoceSystemSaveGame_GetMotionBlur Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSystemSaveGame.GetMouseCameraSensitivity // (Final, Native, Public, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNoceSystemSaveGame::GetMouseCameraSensitivity() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "GetMouseCameraSensitivity"); Params::NoceSystemSaveGame_GetMouseCameraSensitivity Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSystemSaveGame.GetOverallVolume // (Final, Native, Public, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNoceSystemSaveGame::GetOverallVolume() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "GetOverallVolume"); Params::NoceSystemSaveGame_GetOverallVolume Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSystemSaveGame.GetSFXVolume // (Final, Native, Public, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNoceSystemSaveGame::GetSFXVolume() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "GetSFXVolume"); Params::NoceSystemSaveGame_GetSFXVolume Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSystemSaveGame.GetShowSubtitleNames // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceSystemSaveGame::GetShowSubtitleNames() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "GetShowSubtitleNames"); Params::NoceSystemSaveGame_GetShowSubtitleNames Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSystemSaveGame.GetShowSubtitles // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceSystemSaveGame::GetShowSubtitles() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "GetShowSubtitles"); Params::NoceSystemSaveGame_GetShowSubtitles Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSystemSaveGame.GetSprintToggle // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceSystemSaveGame::GetSprintToggle() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "GetSprintToggle"); Params::NoceSystemSaveGame_GetSprintToggle Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSystemSaveGame.GetSubtitleBackground // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // ENoceGameSettingSubtitleBackground ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENoceGameSettingSubtitleBackground UNoceSystemSaveGame::GetSubtitleBackground() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "GetSubtitleBackground"); Params::NoceSystemSaveGame_GetSubtitleBackground Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSystemSaveGame.GetSubtitleColor // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // ENoceGameSettingSubtitleColor ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENoceGameSettingSubtitleColor UNoceSystemSaveGame::GetSubtitleColor() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "GetSubtitleColor"); Params::NoceSystemSaveGame_GetSubtitleColor Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSystemSaveGame.GetSubtitleFont // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // ENoceGameSettingFont ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENoceGameSettingFont UNoceSystemSaveGame::GetSubtitleFont() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "GetSubtitleFont"); Params::NoceSystemSaveGame_GetSubtitleFont Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSystemSaveGame.GetSubtitleSize // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // ENoceGameSettingSize ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENoceGameSettingSize UNoceSystemSaveGame::GetSubtitleSize() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "GetSubtitleSize"); Params::NoceSystemSaveGame_GetSubtitleSize Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSystemSaveGame.GetTutorialVisibility // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceSystemSaveGame::GetTutorialVisibility() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "GetTutorialVisibility"); Params::NoceSystemSaveGame_GetTutorialVisibility Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSystemSaveGame.GetUIFont // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // ENoceGameSettingFont ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENoceGameSettingFont UNoceSystemSaveGame::GetUIFont() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "GetUIFont"); Params::NoceSystemSaveGame_GetUIFont Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSystemSaveGame.GetUIVolume // (Final, Native, Public, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNoceSystemSaveGame::GetUIVolume() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "GetUIVolume"); Params::NoceSystemSaveGame_GetUIVolume Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSystemSaveGame.GetVoiceLanguage // (Final, Native, Public, Const) // Parameters: // ENoceLanguageType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ENoceLanguageType UNoceSystemSaveGame::GetVoiceLanguage() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "GetVoiceLanguage"); Params::NoceSystemSaveGame_GetVoiceLanguage Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSystemSaveGame.GetVoiceVolume // (Final, Native, Public, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNoceSystemSaveGame::GetVoiceVolume() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "GetVoiceVolume"); Params::NoceSystemSaveGame_GetVoiceVolume Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceSystemSaveGame.IsSettingInitialized // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceSystemSaveGame::IsSettingInitialized() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceSystemSaveGame", "IsSettingInitialized"); Params::NoceSystemSaveGame_IsSettingInitialized Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceTentacleSubsystem.GetTentacleClass // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // TSoftClassPtr ReturnValue (Parm, OutParm, ReturnParm, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) TSoftClassPtr UNoceTentacleSubsystem::GetTentacleClass() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTentacleSubsystem", "GetTentacleClass"); Params::NoceTentacleSubsystem_GetTentacleClass Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceTentacleSubsystem.IsTentacleEmpty // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceTentacleSubsystem::IsTentacleEmpty() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTentacleSubsystem", "IsTentacleEmpty"); Params::NoceTentacleSubsystem_IsTentacleEmpty Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceTentacleSubsystem.OnTentacleExist // (Event, Protected, BlueprintEvent) // Parameters: // bool Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceTentacleSubsystem::OnTentacleExist(bool Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTentacleSubsystem", "OnTentacleExist"); Params::NoceTentacleSubsystem_OnTentacleExist Parms{}; Parms.Value = Value; UObject::ProcessEvent(Func, &Parms); } // Function GameNoce.NoceTentacleSubsystem.RegisterTentacle // (Final, Native, Public, BlueprintCallable) // Parameters: // class AActor* InActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceTentacleSubsystem::RegisterTentacle(class AActor* InActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTentacleSubsystem", "RegisterTentacle"); Params::NoceTentacleSubsystem_RegisterTentacle Parms{}; Parms.InActor = InActor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceTentacleSubsystem.RequestTentacleLink // (Final, Native, Public, BlueprintCallable) // Parameters: // class AActor* RequestActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* TargetActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName LinkName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceTentacleSubsystem::RequestTentacleLink(class AActor* RequestActor, class AActor* TargetActor, class FName LinkName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTentacleSubsystem", "RequestTentacleLink"); Params::NoceTentacleSubsystem_RequestTentacleLink Parms{}; Parms.RequestActor = RequestActor; Parms.TargetActor = TargetActor; Parms.LinkName = LinkName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceTentacleSubsystem.RequestTentacleLink_BP // (Event, Protected, BlueprintEvent) // Parameters: // class AActor* RequestActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class AActor* TargetActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName LinkName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceTentacleSubsystem::RequestTentacleLink_BP(class AActor* RequestActor, class AActor* TargetActor, class FName LinkName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTentacleSubsystem", "RequestTentacleLink_BP"); Params::NoceTentacleSubsystem_RequestTentacleLink_BP Parms{}; Parms.RequestActor = RequestActor; Parms.TargetActor = TargetActor; Parms.LinkName = LinkName; UObject::ProcessEvent(Func, &Parms); } // Function GameNoce.NoceTentacleSubsystem.UnRegisterTentacle // (Final, Native, Public, BlueprintCallable) // Parameters: // class AActor* InActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceTentacleSubsystem::UnRegisterTentacle(class AActor* InActor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTentacleSubsystem", "UnRegisterTentacle"); Params::NoceTentacleSubsystem_UnRegisterTentacle Parms{}; Parms.InActor = InActor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceTickConditionHandler.Discontinued_BP // (Event, Public, BlueprintEvent) void UNoceTickConditionHandler::Discontinued_BP() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTickConditionHandler", "Discontinued_BP"); UObject::ProcessEvent(Func, nullptr); } // Function GameNoce.NoceTickConditionHandler.StopHandleCondition // (Native, Public, BlueprintCallable) void UNoceTickConditionHandler::StopHandleCondition() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTickConditionHandler", "StopHandleCondition"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceTimeComponent.AddNiagaraComponent // (Final, Native, Public, BlueprintCallable) // Parameters: // class UFXSystemComponent* InFXSystemComponent (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceTimeComponent::AddNiagaraComponent(class UFXSystemComponent* InFXSystemComponent) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTimeComponent", "AddNiagaraComponent"); Params::NoceTimeComponent_AddNiagaraComponent Parms{}; Parms.InFXSystemComponent = InFXSystemComponent; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceTimeComponent.ApplyHitStopTimeDilation // (Final, Native, Public, BlueprintCallable) // Parameters: // float InTimeDilation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InDuration (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceTimeComponent::ApplyHitStopTimeDilation(float InTimeDilation, float InDuration) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTimeComponent", "ApplyHitStopTimeDilation"); Params::NoceTimeComponent_ApplyHitStopTimeDilation Parms{}; Parms.InTimeDilation = InTimeDilation; Parms.InDuration = InDuration; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceTimeComponent.IsDuringHitStopTimer // (Final, Native, Public, BlueprintCallable) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceTimeComponent::IsDuringHitStopTimer() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTimeComponent", "IsDuringHitStopTimer"); Params::NoceTimeComponent_IsDuringHitStopTimer Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceTimeComponent.OnHitStopTimerUp // (Final, Native, Protected) void UNoceTimeComponent::OnHitStopTimerUp() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTimeComponent", "OnHitStopTimerUp"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceTimeComponent.OnPlayerEnterEvent // (Final, Native, Protected) void UNoceTimeComponent::OnPlayerEnterEvent() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTimeComponent", "OnPlayerEnterEvent"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceTimeComponent.RemoveNiagaraComponent // (Final, Native, Public, BlueprintCallable) // Parameters: // class UFXSystemComponent* InFXSystemComponent (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceTimeComponent::RemoveNiagaraComponent(class UFXSystemComponent* InFXSystemComponent) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTimeComponent", "RemoveNiagaraComponent"); Params::NoceTimeComponent_RemoveNiagaraComponent Parms{}; Parms.InFXSystemComponent = InFXSystemComponent; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceTitleGameMode.OnLoadGame // (Native, Event, Public, BlueprintCallable, BlueprintEvent) // Parameters: // class FName MapNameToLoad (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceTitleGameMode::OnLoadGame(class FName MapNameToLoad) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTitleGameMode", "OnLoadGame"); Params::NoceTitleGameMode_OnLoadGame Parms{}; Parms.MapNameToLoad = MapNameToLoad; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceTitleGameMode.OnNewGame // (Native, Event, Public, BlueprintCallable, BlueprintEvent) // Parameters: // class FName MapNameToLoad (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceTitleGameMode::OnNewGame(class FName MapNameToLoad) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTitleGameMode", "OnNewGame"); Params::NoceTitleGameMode_OnNewGame Parms{}; Parms.MapNameToLoad = MapNameToLoad; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceTitleGameMode.UpdateTitleScene // (Native, Event, Public, BlueprintEvent) // Parameters: // ENoceEndingType EndingType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 CorruptLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceTitleGameMode::UpdateTitleScene(ENoceEndingType EndingType, int32 CorruptLevel) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTitleGameMode", "UpdateTitleScene"); Params::NoceTitleGameMode_UpdateTitleScene Parms{}; Parms.EndingType = EndingType; Parms.CorruptLevel = CorruptLevel; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceTitleTextWidget.SetText // (Final, Native, Public, BlueprintCallable) // Parameters: // const class FText& InText (Parm, NativeAccessSpecifierPublic) void UNoceTitleTextWidget::SetText(const class FText& InText) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTitleTextWidget", "SetText"); Params::NoceTitleTextWidget_SetText Parms{}; Parms.InText = std::move(InText); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceTutorialPopWindowWidget.ShowTutorial // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const class FText& InTitle (Parm, NativeAccessSpecifierPublic) // const TArray&InData (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) void UNoceTutorialPopWindowWidget::ShowTutorial(const class FText& InTitle, const TArray& InData) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceTutorialPopWindowWidget", "ShowTutorial"); Params::NoceTutorialPopWindowWidget_ShowTutorial Parms{}; Parms.InTitle = std::move(InTitle); Parms.InData = std::move(InData); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceUIActionImage.SetInputAction // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName ActionName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceUIActionImage::SetInputAction(class FName ActionName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceUIActionImage", "SetInputAction"); Params::NoceUIActionImage_SetInputAction Parms{}; Parms.ActionName = ActionName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceUIActionImage.UpdateIcon // (Final, Native, Public, BlueprintCallable) void UNoceUIActionImage::UpdateIcon() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceUIActionImage", "UpdateIcon"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceUIContainerInterface.OnChildMouseDown // (Native, Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // class UUserWidget* ChildWidget (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FPointerEvent& MouseEvent (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // struct FEventReply* Reply (Parm, OutParm, NativeAccessSpecifierPublic) void INoceUIContainerInterface::OnChildMouseDown(class UUserWidget* ChildWidget, const struct FPointerEvent& MouseEvent, struct FEventReply* Reply) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("NoceUIContainerInterface", "OnChildMouseDown"); Params::NoceUIContainerInterface_OnChildMouseDown Parms{}; Parms.ChildWidget = ChildWidget; Parms.MouseEvent = std::move(MouseEvent); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Reply != nullptr) *Reply = std::move(Parms.Reply); } // Function GameNoce.NoceUIContainerInterface.OnChildMouseEnter // (Native, Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // class UUserWidget* ChildWidget (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FEventReply* Reply (Parm, OutParm, NativeAccessSpecifierPublic) void INoceUIContainerInterface::OnChildMouseEnter(class UUserWidget* ChildWidget, struct FEventReply* Reply) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("NoceUIContainerInterface", "OnChildMouseEnter"); Params::NoceUIContainerInterface_OnChildMouseEnter Parms{}; Parms.ChildWidget = ChildWidget; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Reply != nullptr) *Reply = std::move(Parms.Reply); } // Function GameNoce.NoceUIContainerInterface.OnChildMouseLeave // (Native, Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // class UUserWidget* ChildWidget (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FEventReply* Reply (Parm, OutParm, NativeAccessSpecifierPublic) void INoceUIContainerInterface::OnChildMouseLeave(class UUserWidget* ChildWidget, struct FEventReply* Reply) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("NoceUIContainerInterface", "OnChildMouseLeave"); Params::NoceUIContainerInterface_OnChildMouseLeave Parms{}; Parms.ChildWidget = ChildWidget; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Reply != nullptr) *Reply = std::move(Parms.Reply); } // Function GameNoce.NoceUIContainerInterface.OnChildMouseUp // (Native, Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // class UUserWidget* ChildWidget (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FPointerEvent& MouseEvent (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // struct FEventReply* Reply (Parm, OutParm, NativeAccessSpecifierPublic) void INoceUIContainerInterface::OnChildMouseUp(class UUserWidget* ChildWidget, const struct FPointerEvent& MouseEvent, struct FEventReply* Reply) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("NoceUIContainerInterface", "OnChildMouseUp"); Params::NoceUIContainerInterface_OnChildMouseUp Parms{}; Parms.ChildWidget = ChildWidget; Parms.MouseEvent = std::move(MouseEvent); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (Reply != nullptr) *Reply = std::move(Parms.Reply); } // Function GameNoce.NoceUIAttributeWidgetData.GetHealthPercent // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNoceUIAttributeWidgetData::GetHealthPercent(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceUIAttributeWidgetData", "GetHealthPercent"); Params::NoceUIAttributeWidgetData_GetHealthPercent Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceUIAttributeWidgetData.GetSanityFlowerNum // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32* SmallFlowerNum (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceUIAttributeWidgetData::GetSanityFlowerNum(float InValue, int32* SmallFlowerNum) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceUIAttributeWidgetData", "GetSanityFlowerNum"); Params::NoceUIAttributeWidgetData_GetSanityFlowerNum Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (SmallFlowerNum != nullptr) *SmallFlowerNum = Parms.SmallFlowerNum; } // Function GameNoce.NoceUIAttributeWidgetData.GetStaminaPercent // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNoceUIAttributeWidgetData::GetStaminaPercent(float InValue) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceUIAttributeWidgetData", "GetStaminaPercent"); Params::NoceUIAttributeWidgetData_GetStaminaPercent Parms{}; Parms.InValue = InValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceUIDurabilityWidgetData.GetImageData // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 InMaxDurabilityNum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FNoceUIDurabilityImageData ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FNoceUIDurabilityImageData UNoceUIDurabilityWidgetData::GetImageData(int32 InMaxDurabilityNum) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceUIDurabilityWidgetData", "GetImageData"); Params::NoceUIDurabilityWidgetData_GetImageData Parms{}; Parms.InMaxDurabilityNum = InMaxDurabilityNum; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceUIDurabilityWidgetData.GetTextData // (Final, Native, Public, BlueprintCallable) // Parameters: // float InDurabilityRatio (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) class FText UNoceUIDurabilityWidgetData::GetTextData(float InDurabilityRatio) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceUIDurabilityWidgetData", "GetTextData"); Params::NoceUIDurabilityWidgetData_GetTextData Parms{}; Parms.InDurabilityRatio = InDurabilityRatio; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceUIChooseSkinWidgetData.GetData // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // ENocePlayerOutfit Type (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FNoceUIChooseSkinData ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FNoceUIChooseSkinData UNoceUIChooseSkinWidgetData::GetData(ENocePlayerOutfit Type) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceUIChooseSkinWidgetData", "GetData"); Params::NoceUIChooseSkinWidgetData_GetData Parms{}; Parms.Type = Type; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceUIFunctionLibrary.Conv_SoftObjPathToSoftTextureRef // (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure) // Parameters: // const struct FSoftObjectPath& SoftObjectPath (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TSoftObjectPtr ReturnValue (Parm, OutParm, ReturnParm, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) TSoftObjectPtr UNoceUIFunctionLibrary::Conv_SoftObjPathToSoftTextureRef(const struct FSoftObjectPath& SoftObjectPath) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceUIFunctionLibrary", "Conv_SoftObjPathToSoftTextureRef"); Params::NoceUIFunctionLibrary_Conv_SoftObjPathToSoftTextureRef Parms{}; Parms.SoftObjectPath = std::move(SoftObjectPath); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceUIFunctionLibrary.GetChapterInfoTableRow // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // const struct FGameplayTag& ProgressTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FNoceChapterInfoTableRow ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FNoceChapterInfoTableRow UNoceUIFunctionLibrary::GetChapterInfoTableRow(const struct FGameplayTag& ProgressTag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceUIFunctionLibrary", "GetChapterInfoTableRow"); Params::NoceUIFunctionLibrary_GetChapterInfoTableRow Parms{}; Parms.ProgressTag = std::move(ProgressTag); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceUIFunctionLibrary.GetChapterInfoText // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // const struct FGameplayTag& ProgressTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) class FText UNoceUIFunctionLibrary::GetChapterInfoText(const struct FGameplayTag& ProgressTag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceUIFunctionLibrary", "GetChapterInfoText"); Params::NoceUIFunctionLibrary_GetChapterInfoText Parms{}; Parms.ProgressTag = std::move(ProgressTag); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceUIFunctionLibrary.GetChapterTextByType // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // ENoceChapterType ChapterType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) class FText UNoceUIFunctionLibrary::GetChapterTextByType(ENoceChapterType ChapterType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceUIFunctionLibrary", "GetChapterTextByType"); Params::NoceUIFunctionLibrary_GetChapterTextByType Parms{}; Parms.ChapterType = ChapterType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceUIFunctionLibrary.GetGamepadInputImageResource // (Final, BlueprintCosmetic, Native, Static, Public, HasOutParams, HasDefaults) // Parameters: // const struct FNoceUIInputImageTableRow& InData (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) // struct FSoftObjectPath ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) struct FSoftObjectPath UNoceUIFunctionLibrary::GetGamepadInputImageResource(const struct FNoceUIInputImageTableRow& InData) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceUIFunctionLibrary", "GetGamepadInputImageResource"); Params::NoceUIFunctionLibrary_GetGamepadInputImageResource Parms{}; Parms.InData = std::move(InData); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceUIFunctionLibrary.GetGuideDataFromHandle // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // const struct FDataTableRowHandle& InData (ConstParm, Parm, NoDestructor, NativeAccessSpecifierPublic) // bool IsRight (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNoceUIFunctionLibrary::GetGuideDataFromHandle(const struct FDataTableRowHandle& InData, bool IsRight) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceUIFunctionLibrary", "GetGuideDataFromHandle"); Params::NoceUIFunctionLibrary_GetGuideDataFromHandle Parms{}; Parms.InData = std::move(InData); Parms.IsRight = IsRight; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceUIFunctionLibrary.GetInputImageResource // (Final, BlueprintCosmetic, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable) // Parameters: // const class FName& InIconName (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FSoftObjectPath ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) struct FSoftObjectPath UNoceUIFunctionLibrary::GetInputImageResource(const class FName& InIconName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceUIFunctionLibrary", "GetInputImageResource"); Params::NoceUIFunctionLibrary_GetInputImageResource Parms{}; Parms.InIconName = InIconName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceUIFunctionLibrary.GetLocationInfo // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FNoceLocationInfoTableRow ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FNoceLocationInfoTableRow UNoceUIFunctionLibrary::GetLocationInfo(class FName InName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceUIFunctionLibrary", "GetLocationInfo"); Params::NoceUIFunctionLibrary_GetLocationInfo Parms{}; Parms.InName = InName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceUIFunctionLibrary.GetMissionHint // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // const struct FGameplayTag& ProgressTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayTagContainer& AdditionalProgressTag (Parm, NativeAccessSpecifierPublic) // struct FNoceMissionHintTableRow ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic) struct FNoceMissionHintTableRow UNoceUIFunctionLibrary::GetMissionHint(const struct FGameplayTag& ProgressTag, const struct FGameplayTagContainer& AdditionalProgressTag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceUIFunctionLibrary", "GetMissionHint"); Params::NoceUIFunctionLibrary_GetMissionHint Parms{}; Parms.ProgressTag = std::move(ProgressTag); Parms.AdditionalProgressTag = std::move(AdditionalProgressTag); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceUIFunctionLibrary.GetMissionHintsByChapterName // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // const class FString& InChapterName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray UNoceUIFunctionLibrary::GetMissionHintsByChapterName(const class FString& InChapterName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceUIFunctionLibrary", "GetMissionHintsByChapterName"); Params::NoceUIFunctionLibrary_GetMissionHintsByChapterName Parms{}; Parms.InChapterName = std::move(InChapterName); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceUIFunctionLibrary.GetNeedTopDown // (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // const TArray& IsVisibles (ConstParm, Parm, ZeroConstructor, NativeAccessSpecifierPublic) // const TArray& IsNews (ConstParm, Parm, ZeroConstructor, NativeAccessSpecifierPublic) // int32 StartIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 EndIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 CurrentIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool* NeedTop (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool* NeedBottom (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceUIFunctionLibrary::GetNeedTopDown(const TArray& IsVisibles, const TArray& IsNews, int32 StartIndex, int32 EndIndex, int32 CurrentIndex, bool* NeedTop, bool* NeedBottom) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceUIFunctionLibrary", "GetNeedTopDown"); Params::NoceUIFunctionLibrary_GetNeedTopDown Parms{}; Parms.IsVisibles = std::move(IsVisibles); Parms.IsNews = std::move(IsNews); Parms.StartIndex = StartIndex; Parms.EndIndex = EndIndex; Parms.CurrentIndex = CurrentIndex; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (NeedTop != nullptr) *NeedTop = Parms.NeedTop; if (NeedBottom != nullptr) *NeedBottom = Parms.NeedBottom; } // Function GameNoce.NoceUIFunctionLibrary.GetNeedTopDownWithTextCheck // (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure) // Parameters: // const TArray& IsVisibles (ConstParm, Parm, ZeroConstructor, NativeAccessSpecifierPublic) // const TArray& IsNews (ConstParm, Parm, ZeroConstructor, NativeAccessSpecifierPublic) // int32 StartIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 EndIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32 CurrentIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const TArray& Texts (ConstParm, Parm, ZeroConstructor, NativeAccessSpecifierPublic) // bool* NeedTop (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool* NeedBottom (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceUIFunctionLibrary::GetNeedTopDownWithTextCheck(const TArray& IsVisibles, const TArray& IsNews, int32 StartIndex, int32 EndIndex, int32 CurrentIndex, const TArray& Texts, bool* NeedTop, bool* NeedBottom) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceUIFunctionLibrary", "GetNeedTopDownWithTextCheck"); Params::NoceUIFunctionLibrary_GetNeedTopDownWithTextCheck Parms{}; Parms.IsVisibles = std::move(IsVisibles); Parms.IsNews = std::move(IsNews); Parms.StartIndex = StartIndex; Parms.EndIndex = EndIndex; Parms.CurrentIndex = CurrentIndex; Parms.Texts = std::move(Texts); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (NeedTop != nullptr) *NeedTop = Parms.NeedTop; if (NeedBottom != nullptr) *NeedBottom = Parms.NeedBottom; } // Function GameNoce.NoceUIFunctionLibrary.GetPriorityIndex // (Final, Native, Static, Public, HasOutParams, BlueprintCallable) // Parameters: // TArray& InIDIndexes (Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // const int32& InIDIndex (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TArray& InPriorities (Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic) // const int32& InPriority (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32* OutArrayIndex (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceUIFunctionLibrary::GetPriorityIndex(TArray& InIDIndexes, const int32& InIDIndex, TArray& InPriorities, const int32& InPriority, int32* OutArrayIndex) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceUIFunctionLibrary", "GetPriorityIndex"); Params::NoceUIFunctionLibrary_GetPriorityIndex Parms{}; Parms.InIDIndexes = std::move(InIDIndexes); Parms.InIDIndex = InIDIndex; Parms.InPriorities = std::move(InPriorities); Parms.InPriority = InPriority; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; InIDIndexes = std::move(Parms.InIDIndexes); InPriorities = std::move(Parms.InPriorities); if (OutArrayIndex != nullptr) *OutArrayIndex = Parms.OutArrayIndex; } // Function GameNoce.NoceUIFunctionLibrary.IsNewNotebookContent // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // const TArray& IsVisibles (ConstParm, Parm, ZeroConstructor, NativeAccessSpecifierPublic) // const TArray& IsNews (ConstParm, Parm, ZeroConstructor, NativeAccessSpecifierPublic) // int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceUIFunctionLibrary::IsNewNotebookContent(const TArray& IsVisibles, const TArray& IsNews, int32 Index_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceUIFunctionLibrary", "IsNewNotebookContent"); Params::NoceUIFunctionLibrary_IsNewNotebookContent Parms{}; Parms.IsVisibles = std::move(IsVisibles); Parms.IsNews = std::move(IsNews); Parms.Index_0 = Index_0; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceUIFunctionLibrary.IsVisibleInHierarchy // (Final, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // class UWidget* InWidget (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceUIFunctionLibrary::IsVisibleInHierarchy(class UWidget* InWidget) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceUIFunctionLibrary", "IsVisibleInHierarchy"); Params::NoceUIFunctionLibrary_IsVisibleInHierarchy Parms{}; Parms.InWidget = InWidget; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceUIFunctionLibrary.SetImage // (Final, BlueprintCosmetic, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable) // Parameters: // class UImage* InImage (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FSoftObjectPath& InResourceObjectPath (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceUIFunctionLibrary::SetImage(class UImage* InImage, const struct FSoftObjectPath& InResourceObjectPath) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceUIFunctionLibrary", "SetImage"); Params::NoceUIFunctionLibrary_SetImage Parms{}; Parms.InImage = InImage; Parms.InResourceObjectPath = std::move(InResourceObjectPath); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceUIFunctionLibrary.SetInputImage // (Final, BlueprintCosmetic, Native, Static, Public, HasOutParams, BlueprintCallable) // Parameters: // class UImage* InImage (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FName& InIconName (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceUIFunctionLibrary::SetInputImage(class UImage* InImage, const class FName& InIconName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("NoceUIFunctionLibrary", "SetInputImage"); Params::NoceUIFunctionLibrary_SetInputImage Parms{}; Parms.InImage = InImage; Parms.InIconName = InIconName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceUIGameplayTagMappingImage.SetColorByKey // (Final, Native, Public, BlueprintCallable) // Parameters: // const struct FGameplayTag& Key (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceUIGameplayTagMappingImage::SetColorByKey(const struct FGameplayTag& Key) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceUIGameplayTagMappingImage", "SetColorByKey"); Params::NoceUIGameplayTagMappingImage_SetColorByKey Parms{}; Parms.Key = std::move(Key); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceUIGameplayTagMappingImage.SetImageByKey // (Final, Native, Public, BlueprintCallable) // Parameters: // const struct FGameplayTag& Key (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceUIGameplayTagMappingImage::SetImageByKey(const struct FGameplayTag& Key) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceUIGameplayTagMappingImage", "SetImageByKey"); Params::NoceUIGameplayTagMappingImage_SetImageByKey Parms{}; Parms.Key = std::move(Key); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceUIGameplayTagMappingImage.SetImageIfHasKey // (Final, Native, Public, BlueprintCallable) // Parameters: // const struct FGameplayTagContainer& TagContainer (Parm, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceUIGameplayTagMappingImage::SetImageIfHasKey(const struct FGameplayTagContainer& TagContainer) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceUIGameplayTagMappingImage", "SetImageIfHasKey"); Params::NoceUIGameplayTagMappingImage_SetImageIfHasKey Parms{}; Parms.TagContainer = std::move(TagContainer); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceUIImage.SetImageTexture // (Final, Native, Public, HasDefaults, BlueprintCallable) // Parameters: // const struct FSoftObjectPath& InImageTexture (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceUIImage::SetImageTexture(const struct FSoftObjectPath& InImageTexture) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceUIImage", "SetImageTexture"); Params::NoceUIImage_SetImageTexture Parms{}; Parms.InImageTexture = std::move(InImageTexture); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceUIInputDirectionHelper.IsLeftRight // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const struct FKey& Key (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceUIInputDirectionHelper::IsLeftRight(const struct FKey& Key) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceUIInputDirectionHelper", "IsLeftRight"); Params::NoceUIInputDirectionHelper_IsLeftRight Parms{}; Parms.Key = std::move(Key); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceUIInputDirectionHelper.IsUpDown // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // const struct FKey& Key (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceUIInputDirectionHelper::IsUpDown(const struct FKey& Key) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceUIInputDirectionHelper", "IsUpDown"); Params::NoceUIInputDirectionHelper_IsUpDown Parms{}; Parms.Key = std::move(Key); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceUIInputDirectionHelper.SetAnalogValue // (Final, Native, Public, BlueprintCallable) // Parameters: // const struct FKey& Key (ConstParm, Parm, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceUIInputDirectionHelper::SetAnalogValue(const struct FKey& Key, float Value) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceUIInputDirectionHelper", "SetAnalogValue"); Params::NoceUIInputDirectionHelper_SetAnalogValue Parms{}; Parms.Key = std::move(Key); Parms.Value = Value; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceUIInputDirectionHelper.SetupKeys // (Final, Native, Public, BlueprintCallable) void UNoceUIInputDirectionHelper::SetupKeys() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceUIInputDirectionHelper", "SetupKeys"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceUIKBActionImage.SetInputAction // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName ActionName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceUIKBActionImage::SetInputAction(class FName ActionName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceUIKBActionImage", "SetInputAction"); Params::NoceUIKBActionImage_SetInputAction Parms{}; Parms.ActionName = ActionName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceUIKBActionImage.UpdateIcon // (Final, Native, Public, BlueprintCallable) void UNoceUIKBActionImage::UpdateIcon() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceUIKBActionImage", "UpdateIcon"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceUIKeyMappingImage.SetDefaultImage // (Native, Event, Protected, BlueprintEvent) void UNoceUIKeyMappingImage::SetDefaultImage() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceUIKeyMappingImage", "SetDefaultImage"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceUIKeyMappingImage.SetImageKey // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 Key (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceUIKeyMappingImage::SetImageKey(int32 Key) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceUIKeyMappingImage", "SetImageKey"); Params::NoceUIKeyMappingImage_SetImageKey Parms{}; Parms.Key = Key; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceUILockOnTarget.BP_FadeIn // (Event, Public, BlueprintCallable, BlueprintEvent) void UNoceUILockOnTarget::BP_FadeIn() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceUILockOnTarget", "BP_FadeIn"); UObject::ProcessEvent(Func, nullptr); } // Function GameNoce.NoceUILockOnTarget.BP_FadeOut // (Event, Public, BlueprintCallable, BlueprintEvent) void UNoceUILockOnTarget::BP_FadeOut() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceUILockOnTarget", "BP_FadeOut"); UObject::ProcessEvent(Func, nullptr); } // Function GameNoce.NoceUIMissionSubsystem.OnGameProgressChanged // (Final, Native, Protected) // Parameters: // const struct FGameplayTag& ProgressTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceUIMissionSubsystem::OnGameProgressChanged(const struct FGameplayTag& ProgressTag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceUIMissionSubsystem", "OnGameProgressChanged"); Params::NoceUIMissionSubsystem_OnGameProgressChanged Parms{}; Parms.ProgressTag = std::move(ProgressTag); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceUIMissionSubsystem.OnMissionStart // (Event, Protected, HasOutParams, BlueprintEvent) // Parameters: // const class FText& InMissionHint (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic) void UNoceUIMissionSubsystem::OnMissionStart(const class FText& InMissionHint) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceUIMissionSubsystem", "OnMissionStart"); Params::NoceUIMissionSubsystem_OnMissionStart Parms{}; Parms.InMissionHint = std::move(InMissionHint); UObject::ProcessEvent(Func, &Parms); } // Function GameNoce.NoceUIRestrictionOverlay.BindEvents // (Final, Native, Public, BlueprintCallable) void UNoceUIRestrictionOverlay::BindEvents() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceUIRestrictionOverlay", "BindEvents"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceUIRestrictionOverlay.OnRestrictionChanged // (Final, Native, Protected) // Parameters: // ENoceUIRestrictionType InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool IsAdd (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceUIRestrictionOverlay::OnRestrictionChanged(ENoceUIRestrictionType InType, bool IsAdd) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceUIRestrictionOverlay", "OnRestrictionChanged"); Params::NoceUIRestrictionOverlay_OnRestrictionChanged Parms{}; Parms.InType = InType; Parms.IsAdd = IsAdd; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceUIRestrictionOverlay.UnbindEvents // (Final, Native, Public, BlueprintCallable) void UNoceUIRestrictionOverlay::UnbindEvents() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceUIRestrictionOverlay", "UnbindEvents"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceUISubsystem.AddRestriction // (Final, Native, Public, BlueprintCallable) // Parameters: // ENoceUIRestrictionType InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceUISubsystem::AddRestriction(ENoceUIRestrictionType InType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceUISubsystem", "AddRestriction"); Params::NoceUISubsystem_AddRestriction Parms{}; Parms.InType = InType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceUISubsystem.AddWidget // (Final, Native, Public, BlueprintCallable) // Parameters: // class UUserWidget* InWidget (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceUISubsystem::AddWidget(class UUserWidget* InWidget) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceUISubsystem", "AddWidget"); Params::NoceUISubsystem_AddWidget Parms{}; Parms.InWidget = InWidget; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceUISubsystem.Clear // (Final, Native, Public, BlueprintCallable) void UNoceUISubsystem::Clear() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceUISubsystem", "Clear"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceUISubsystem.ClearWidgetStack // (Final, Native, Public, BlueprintCallable) void UNoceUISubsystem::ClearWidgetStack() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceUISubsystem", "ClearWidgetStack"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceUISubsystem.GetTopWidget // (Final, Native, Public, BlueprintCallable) // Parameters: // class UUserWidget* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UUserWidget* UNoceUISubsystem::GetTopWidget() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceUISubsystem", "GetTopWidget"); Params::NoceUISubsystem_GetTopWidget Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceUISubsystem.GetWidget // (Final, Native, Public, HasDefaults, BlueprintCallable) // Parameters: // class APlayerController* PlayerController (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FSoftClassPath& Path (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UUserWidget* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UUserWidget* UNoceUISubsystem::GetWidget(class APlayerController* PlayerController, const struct FSoftClassPath& Path) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceUISubsystem", "GetWidget"); Params::NoceUISubsystem_GetWidget Parms{}; Parms.PlayerController = PlayerController; Parms.Path = std::move(Path); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceUISubsystem.GetWidgetByName // (Final, Native, Public, BlueprintCallable) // Parameters: // class APlayerController* PlayerController (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName WidgetName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UUserWidget* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UUserWidget* UNoceUISubsystem::GetWidgetByName(class APlayerController* PlayerController, class FName WidgetName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceUISubsystem", "GetWidgetByName"); Params::NoceUISubsystem_GetWidgetByName Parms{}; Parms.PlayerController = PlayerController; Parms.WidgetName = WidgetName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceUISubsystem.GetWidgetPathByName // (Final, Native, Public, HasDefaults, BlueprintCallable) // Parameters: // class FName WidgetName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FSoftClassPath ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic) struct FSoftClassPath UNoceUISubsystem::GetWidgetPathByName(class FName WidgetName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceUISubsystem", "GetWidgetPathByName"); Params::NoceUISubsystem_GetWidgetPathByName Parms{}; Parms.WidgetName = WidgetName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceUISubsystem.GetWidgetStack // (Final, Native, Public, BlueprintCallable) // Parameters: // TArray ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, ContainsInstancedReference, NativeAccessSpecifierPublic) TArray UNoceUISubsystem::GetWidgetStack() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceUISubsystem", "GetWidgetStack"); Params::NoceUISubsystem_GetWidgetStack Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceUISubsystem.HasRestriction // (Final, Native, Public, BlueprintCallable) // Parameters: // ENoceUIRestrictionType InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceUISubsystem::HasRestriction(ENoceUIRestrictionType InType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceUISubsystem", "HasRestriction"); Params::NoceUISubsystem_HasRestriction Parms{}; Parms.InType = InType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceUISubsystem.IsWidgetInStack // (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable) // Parameters: // const struct FSoftClassPath& Path (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool* IsInStack (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UUserWidget** Widget (Parm, OutParm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceUISubsystem::IsWidgetInStack(const struct FSoftClassPath& Path, bool* IsInStack, class UUserWidget** Widget) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceUISubsystem", "IsWidgetInStack"); Params::NoceUISubsystem_IsWidgetInStack Parms{}; Parms.Path = std::move(Path); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (IsInStack != nullptr) *IsInStack = Parms.IsInStack; if (Widget != nullptr) *Widget = Parms.Widget; } // Function GameNoce.NoceUISubsystem.NotifyInputDeviceChange // (Final, Native, Public, BlueprintCallable) void UNoceUISubsystem::NotifyInputDeviceChange() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceUISubsystem", "NotifyInputDeviceChange"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceUISubsystem.RemoveCreatedUIWidget // (Final, Native, Public, HasDefaults, BlueprintCallable) // Parameters: // const struct FSoftClassPath& Path (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceUISubsystem::RemoveCreatedUIWidget(const struct FSoftClassPath& Path) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceUISubsystem", "RemoveCreatedUIWidget"); Params::NoceUISubsystem_RemoveCreatedUIWidget Parms{}; Parms.Path = std::move(Path); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceUISubsystem.RemoveRestriction // (Final, Native, Public, BlueprintCallable) // Parameters: // ENoceUIRestrictionType InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceUISubsystem::RemoveRestriction(ENoceUIRestrictionType InType) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceUISubsystem", "RemoveRestriction"); Params::NoceUISubsystem_RemoveRestriction Parms{}; Parms.InType = InType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceUISubsystem.RemoveWidget // (Final, Native, Public, BlueprintCallable) // Parameters: // class UUserWidget* InWidget (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceUISubsystem::RemoveWidget(class UUserWidget* InWidget) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceUISubsystem", "RemoveWidget"); Params::NoceUISubsystem_RemoveWidget Parms{}; Parms.InWidget = InWidget; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceUISubsystem.RequestLoad // (Final, Native, Public, BlueprintCallable) // Parameters: // const TArray& WidgetPaths (Parm, ZeroConstructor, NativeAccessSpecifierPublic) void UNoceUISubsystem::RequestLoad(const TArray& WidgetPaths) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceUISubsystem", "RequestLoad"); Params::NoceUISubsystem_RequestLoad Parms{}; Parms.WidgetPaths = std::move(WidgetPaths); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceUpgradePopResultWidget.ShowResult // (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // ENoceUpgradeType InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName InEmaName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceUpgradePopResultWidget::ShowResult(ENoceUpgradeType InType, class FName InEmaName, bool* NoUse) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceUpgradePopResultWidget", "ShowResult"); Params::NoceUpgradePopResultWidget_ShowResult Parms{}; Parms.InType = InType; Parms.InEmaName = InEmaName; UObject::ProcessEvent(Func, &Parms); if (NoUse != nullptr) *NoUse = Parms.NoUse; } // Function GameNoce.NoceVerticalGrid.SetNumItemsPerLine // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 InNumber (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceVerticalGrid::SetNumItemsPerLine(int32 InNumber) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceVerticalGrid", "SetNumItemsPerLine"); Params::NoceVerticalGrid_SetNumItemsPerLine Parms{}; Parms.InNumber = InNumber; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceWalkToComponentInterface.GetIsRunTo // (Native, Event, Public, BlueprintCallable, BlueprintEvent) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool INoceWalkToComponentInterface::GetIsRunTo() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("NoceWalkToComponentInterface", "GetIsRunTo"); Params::NoceWalkToComponentInterface_GetIsRunTo Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceWalkToComponentInterface.GetIsWalkTo // (Native, Event, Public, BlueprintCallable, BlueprintEvent) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool INoceWalkToComponentInterface::GetIsWalkTo() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("NoceWalkToComponentInterface", "GetIsWalkTo"); Params::NoceWalkToComponentInterface_GetIsWalkTo Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceWalkToComponentInterface.GetIsWalkToWithCameraRotation // (Native, Event, Public, BlueprintCallable, BlueprintEvent) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool INoceWalkToComponentInterface::GetIsWalkToWithCameraRotation() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("NoceWalkToComponentInterface", "GetIsWalkToWithCameraRotation"); Params::NoceWalkToComponentInterface_GetIsWalkToWithCameraRotation Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceWaveSpawnManager.OnGameProgressChanged // (Final, Native, Protected) // Parameters: // const struct FGameplayTag& NewTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ANoceWaveSpawnManager::OnGameProgressChanged(const struct FGameplayTag& NewTag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWaveSpawnManager", "OnGameProgressChanged"); Params::NoceWaveSpawnManager_OnGameProgressChanged Parms{}; Parms.NewTag = std::move(NewTag); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceWeaponSubsystem.GetAttackInfo // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // class FName InWeaponName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InDurabilityRatio (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float* OutAttackMultiplier (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float* OutExtraAttackMultiplier (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float* OutWinceMultiplier (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceWeaponSubsystem::GetAttackInfo(class FName InWeaponName, float InDurabilityRatio, float* OutAttackMultiplier, float* OutExtraAttackMultiplier, float* OutWinceMultiplier) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWeaponSubsystem", "GetAttackInfo"); Params::NoceWeaponSubsystem_GetAttackInfo Parms{}; Parms.InWeaponName = InWeaponName; Parms.InDurabilityRatio = InDurabilityRatio; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutAttackMultiplier != nullptr) *OutAttackMultiplier = Parms.OutAttackMultiplier; if (OutExtraAttackMultiplier != nullptr) *OutExtraAttackMultiplier = Parms.OutExtraAttackMultiplier; if (OutWinceMultiplier != nullptr) *OutWinceMultiplier = Parms.OutWinceMultiplier; } // Function GameNoce.NoceWeaponSubsystem.GetCanBeBroken // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName InWeaponName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceWeaponSubsystem::GetCanBeBroken(class FName InWeaponName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWeaponSubsystem", "GetCanBeBroken"); Params::NoceWeaponSubsystem_GetCanBeBroken Parms{}; Parms.InWeaponName = InWeaponName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceWeaponSubsystem.GetCanBeBrokenInShiromukuRevive2 // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName InWeaponName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceWeaponSubsystem::GetCanBeBrokenInShiromukuRevive2(class FName InWeaponName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWeaponSubsystem", "GetCanBeBrokenInShiromukuRevive2"); Params::NoceWeaponSubsystem_GetCanBeBrokenInShiromukuRevive2 Parms{}; Parms.InWeaponName = InWeaponName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceWeaponSubsystem.GetCanCostDurability // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName InWeaponName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceWeaponSubsystem::GetCanCostDurability(class FName InWeaponName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWeaponSubsystem", "GetCanCostDurability"); Params::NoceWeaponSubsystem_GetCanCostDurability Parms{}; Parms.InWeaponName = InWeaponName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceWeaponSubsystem.GetCanDiscard // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName InWeaponName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceWeaponSubsystem::GetCanDiscard(class FName InWeaponName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWeaponSubsystem", "GetCanDiscard"); Params::NoceWeaponSubsystem_GetCanDiscard Parms{}; Parms.InWeaponName = InWeaponName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceWeaponSubsystem.GetCanFocusAttack // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName InWeaponName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceWeaponSubsystem::GetCanFocusAttack(class FName InWeaponName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWeaponSubsystem", "GetCanFocusAttack"); Params::NoceWeaponSubsystem_GetCanFocusAttack Parms{}; Parms.InWeaponName = InWeaponName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceWeaponSubsystem.GetDeflectRate // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName InWeaponName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InDurabilityRatio (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNoceWeaponSubsystem::GetDeflectRate(class FName InWeaponName, float InDurabilityRatio) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWeaponSubsystem", "GetDeflectRate"); Params::NoceWeaponSubsystem_GetDeflectRate Parms{}; Parms.InWeaponName = InWeaponName; Parms.InDurabilityRatio = InDurabilityRatio; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceWeaponSubsystem.GetDurabilityUICount // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // class FName InWeaponName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InDurability (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32* OutUIMaxCount (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // int32* OutUICount (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceWeaponSubsystem::GetDurabilityUICount(class FName InWeaponName, float InDurability, int32* OutUIMaxCount, int32* OutUICount) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWeaponSubsystem", "GetDurabilityUICount"); Params::NoceWeaponSubsystem_GetDurabilityUICount Parms{}; Parms.InWeaponName = InWeaponName; Parms.InDurability = InDurability; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutUIMaxCount != nullptr) *OutUIMaxCount = Parms.OutUIMaxCount; if (OutUICount != nullptr) *OutUICount = Parms.OutUICount; } // Function GameNoce.NoceWeaponSubsystem.GetMaxDurability // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName InWeaponName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNoceWeaponSubsystem::GetMaxDurability(class FName InWeaponName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWeaponSubsystem", "GetMaxDurability"); Params::NoceWeaponSubsystem_GetMaxDurability Parms{}; Parms.InWeaponName = InWeaponName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceWeaponSubsystem.GetOverrideComboInfo // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // class FName InWeaponName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName InComboName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool* OutFound (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FNoceWeaponInfoOverride* OutComboInfo (Parm, OutParm, NoDestructor, NativeAccessSpecifierPublic) void UNoceWeaponSubsystem::GetOverrideComboInfo(class FName InWeaponName, class FName InComboName, bool* OutFound, struct FNoceWeaponInfoOverride* OutComboInfo) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWeaponSubsystem", "GetOverrideComboInfo"); Params::NoceWeaponSubsystem_GetOverrideComboInfo Parms{}; Parms.InWeaponName = InWeaponName; Parms.InComboName = InComboName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutFound != nullptr) *OutFound = Parms.OutFound; if (OutComboInfo != nullptr) *OutComboInfo = std::move(Parms.OutComboInfo); } // Function GameNoce.NoceWeaponSubsystem.GetOverrideStaminaKeyCost // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // class FName InWeaponName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName InStaminaKey (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool* OutFound (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float* OutStaminaCost (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceWeaponSubsystem::GetOverrideStaminaKeyCost(class FName InWeaponName, class FName InStaminaKey, bool* OutFound, float* OutStaminaCost) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWeaponSubsystem", "GetOverrideStaminaKeyCost"); Params::NoceWeaponSubsystem_GetOverrideStaminaKeyCost Parms{}; Parms.InWeaponName = InWeaponName; Parms.InStaminaKey = InStaminaKey; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutFound != nullptr) *OutFound = Parms.OutFound; if (OutStaminaCost != nullptr) *OutStaminaCost = Parms.OutStaminaCost; } // Function GameNoce.NoceWeaponSubsystem.GetUIInfo // (Final, Native, Public, HasOutParams, BlueprintCallable) // Parameters: // class FName InWeaponName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InDurabilityRatio (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool* OutShowOnUI (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceWeaponSubsystem::GetUIInfo(class FName InWeaponName, float InDurabilityRatio, bool* OutShowOnUI) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWeaponSubsystem", "GetUIInfo"); Params::NoceWeaponSubsystem_GetUIInfo Parms{}; Parms.InWeaponName = InWeaponName; Parms.InDurabilityRatio = InDurabilityRatio; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; if (OutShowOnUI != nullptr) *OutShowOnUI = Parms.OutShowOnUI; } // Function GameNoce.NoceWeaponSubsystem.GetUseFocusAttackWhenFullCharged // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName InWeaponName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceWeaponSubsystem::GetUseFocusAttackWhenFullCharged(class FName InWeaponName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWeaponSubsystem", "GetUseFocusAttackWhenFullCharged"); Params::NoceWeaponSubsystem_GetUseFocusAttackWhenFullCharged Parms{}; Parms.InWeaponName = InWeaponName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceWeaponSubsystem.GetWeaponInfoDataAssetByName // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName InWeaponName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UNoceWeaponInfoDataAsset* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UNoceWeaponInfoDataAsset* UNoceWeaponSubsystem::GetWeaponInfoDataAssetByName(class FName InWeaponName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWeaponSubsystem", "GetWeaponInfoDataAssetByName"); Params::NoceWeaponSubsystem_GetWeaponInfoDataAssetByName Parms{}; Parms.InWeaponName = InWeaponName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceWeaponSubsystem.GetWeaponQueryName // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName InWeaponName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class FName UNoceWeaponSubsystem::GetWeaponQueryName(class FName InWeaponName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWeaponSubsystem", "GetWeaponQueryName"); Params::NoceWeaponSubsystem_GetWeaponQueryName Parms{}; Parms.InWeaponName = InWeaponName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceWeaponSubsystem.SpawnWeaponHandMesh // (Final, Native, Public, HasDefaults, BlueprintCallable) // Parameters: // const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName InWeaponName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FTransform& InTransform (Parm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class ANoceWeapon* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class ANoceWeapon* UNoceWeaponSubsystem::SpawnWeaponHandMesh(const class UObject* WorldContextObject, class FName InWeaponName, const struct FTransform& InTransform) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWeaponSubsystem", "SpawnWeaponHandMesh"); Params::NoceWeaponSubsystem_SpawnWeaponHandMesh Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.InWeaponName = InWeaponName; Parms.InTransform = std::move(InTransform); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceWepDurabilityWidget.SetDurability // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName WeaponName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float Durability (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceWepDurabilityWidget::SetDurability(class FName WeaponName, float Durability) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWepDurabilityWidget", "SetDurability"); Params::NoceWepDurabilityWidget_SetDurability Parms{}; Parms.WeaponName = WeaponName; Parms.Durability = Durability; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceWinceDamageReduceComponent.EndWinceDamageReduce // (Final, Native, Public, BlueprintCallable) void UNoceWinceDamageReduceComponent::EndWinceDamageReduce() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWinceDamageReduceComponent", "EndWinceDamageReduce"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceWinceDamageReduceComponent.HandleWinceDamage // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InIsForceWince (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float InWinceDamage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNoceWinceDamageReduceComponent::HandleWinceDamage(bool InIsForceWince, float InWinceDamage) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWinceDamageReduceComponent", "HandleWinceDamage"); Params::NoceWinceDamageReduceComponent_HandleWinceDamage Parms{}; Parms.InIsForceWince = InIsForceWince; Parms.InWinceDamage = InWinceDamage; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceWinceDamageReduceComponent.IsWinceDamageReduce // (Final, Native, Public, BlueprintCallable, BlueprintPure) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UNoceWinceDamageReduceComponent::IsWinceDamageReduce() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWinceDamageReduceComponent", "IsWinceDamageReduce"); Params::NoceWinceDamageReduceComponent_IsWinceDamageReduce Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceWinceDamageReduceComponent.StartWinceDamageReduce // (Final, Native, Public, BlueprintCallable) void UNoceWinceDamageReduceComponent::StartWinceDamageReduce() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWinceDamageReduceComponent", "StartWinceDamageReduce"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceWorldManagerSubsystem.ClearAllRequestBySetting // (Final, Native, Public, BlueprintCallable) void UNoceWorldManagerSubsystem::ClearAllRequestBySetting() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWorldManagerSubsystem", "ClearAllRequestBySetting"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceWorldManagerSubsystem.NoceDataLayerTrackUpdateCallback // (Final, Native, Private) // Parameters: // const class UDataLayerInstance* InDataLayerInstance (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceWorldManagerSubsystem::NoceDataLayerTrackUpdateCallback(const class UDataLayerInstance* InDataLayerInstance) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWorldManagerSubsystem", "NoceDataLayerTrackUpdateCallback"); Params::NoceWorldManagerSubsystem_NoceDataLayerTrackUpdateCallback Parms{}; Parms.InDataLayerInstance = InDataLayerInstance; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceWorldManagerSubsystem.PauseWorldTriggerUpdate // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InPause (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceWorldManagerSubsystem::PauseWorldTriggerUpdate(bool InPause) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWorldManagerSubsystem", "PauseWorldTriggerUpdate"); Params::NoceWorldManagerSubsystem_PauseWorldTriggerUpdate Parms{}; Parms.InPause = InPause; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceWorldManagerSubsystem.RegisterLevelAlarm // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceWorldManagerSubsystem::RegisterLevelAlarm(class FName InName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWorldManagerSubsystem", "RegisterLevelAlarm"); Params::NoceWorldManagerSubsystem_RegisterLevelAlarm Parms{}; Parms.InName = InName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceWorldManagerSubsystem.RequestFromWorldTrigger // (Final, Native, Public, BlueprintCallable) // Parameters: // class AActor* InTrigger (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const class FString& InDisplayName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UDataLayerAsset* InDataLayer (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // EDataLayerRuntimeState TargetState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool DoRequest (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceWorldManagerSubsystem::RequestFromWorldTrigger(class AActor* InTrigger, const class FString& InDisplayName, class UDataLayerAsset* InDataLayer, EDataLayerRuntimeState TargetState, bool DoRequest) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWorldManagerSubsystem", "RequestFromWorldTrigger"); Params::NoceWorldManagerSubsystem_RequestFromWorldTrigger Parms{}; Parms.InTrigger = InTrigger; Parms.InDisplayName = std::move(InDisplayName); Parms.InDataLayer = InDataLayer; Parms.TargetState = TargetState; Parms.DoRequest = DoRequest; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceWorldManagerSubsystem.RequestGateway // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName InRowName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool DoRequest (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceWorldManagerSubsystem::RequestGateway(class FName InRowName, bool DoRequest) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWorldManagerSubsystem", "RequestGateway"); Params::NoceWorldManagerSubsystem_RequestGateway Parms{}; Parms.InRowName = InRowName; Parms.DoRequest = DoRequest; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceWorldManagerSubsystem.RequestGatewayWithProgress // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName InRowName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool DoRequest (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FGameplayTag& ProgressTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceWorldManagerSubsystem::RequestGatewayWithProgress(class FName InRowName, bool DoRequest, const struct FGameplayTag& ProgressTag) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWorldManagerSubsystem", "RequestGatewayWithProgress"); Params::NoceWorldManagerSubsystem_RequestGatewayWithProgress Parms{}; Parms.InRowName = InRowName; Parms.DoRequest = DoRequest; Parms.ProgressTag = std::move(ProgressTag); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceWorldManagerSubsystem.UnregisterLevelAlarm // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceWorldManagerSubsystem::UnregisterLevelAlarm(class FName InName) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceWorldManagerSubsystem", "UnregisterLevelAlarm"); Params::NoceWorldManagerSubsystem_UnregisterLevelAlarm Parms{}; Parms.InName = InName; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.PerformanceOptimizerInterface.EnablePerformanceSaving // (Native, Public) // Parameters: // bool Enable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void IPerformanceOptimizerInterface::EnablePerformanceSaving(bool Enable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("PerformanceOptimizerInterface", "EnablePerformanceSaving"); Params::PerformanceOptimizerInterface_EnablePerformanceSaving Parms{}; Parms.Enable = Enable; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.PerformanceOptimizerInterface.EnablePerformanceSaving_BP // (Native, Event, Public, BlueprintCallable, BlueprintEvent) // Parameters: // bool Enable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void IPerformanceOptimizerInterface::EnablePerformanceSaving_BP(bool Enable) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = AsUObject()->Class->GetFunction("PerformanceOptimizerInterface", "EnablePerformanceSaving_BP"); Params::PerformanceOptimizerInterface_EnablePerformanceSaving_BP Parms{}; Parms.Enable = Enable; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; AsUObject()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceColorCorrectionSubsystem.GetBrightness // (Final, Native, Public, BlueprintCallable) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNoceColorCorrectionSubsystem::GetBrightness() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceColorCorrectionSubsystem", "GetBrightness"); Params::NoceColorCorrectionSubsystem_GetBrightness Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceColorCorrectionSubsystem.GetContrast // (Final, Native, Public, BlueprintCallable) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float UNoceColorCorrectionSubsystem::GetContrast() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceColorCorrectionSubsystem", "GetContrast"); Params::NoceColorCorrectionSubsystem_GetContrast Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function GameNoce.NoceColorCorrectionSubsystem.SetBrightness // (Final, Native, Public, BlueprintCallable) // Parameters: // float InVal (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceColorCorrectionSubsystem::SetBrightness(float InVal) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceColorCorrectionSubsystem", "SetBrightness"); Params::NoceColorCorrectionSubsystem_SetBrightness Parms{}; Parms.InVal = InVal; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function GameNoce.NoceColorCorrectionSubsystem.SetContrast // (Final, Native, Public, BlueprintCallable) // Parameters: // float InVal (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UNoceColorCorrectionSubsystem::SetContrast(float InVal) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("NoceColorCorrectionSubsystem", "SetContrast"); Params::NoceColorCorrectionSubsystem_SetContrast Parms{}; Parms.InVal = InVal; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } }