3203 lines
104 KiB
C++
3203 lines
104 KiB
C++
#pragma once
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/*
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* SDK generated by Dumper-7
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*
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* https://github.com/Encryqed/Dumper-7
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*/
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// Package: GameBase
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#include "Basic.hpp"
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#include "GameBase_classes.hpp"
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#include "GameBase_parameters.hpp"
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namespace SDK
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{
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// Function GameBase.BGameModeBase.ShowInGameMenu
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// (Final, Native, Public, BlueprintCallable)
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void ABGameModeBase::ShowInGameMenu()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("BGameModeBase", "ShowInGameMenu");
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, nullptr);
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Func->FunctionFlags = Flgs;
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}
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// Function GameBase.BGameInstance.BackToMainMenu
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// (Final, Native, Public, BlueprintCallable)
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void UBGameInstance::BackToMainMenu()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("BGameInstance", "BackToMainMenu");
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, nullptr);
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Func->FunctionFlags = Flgs;
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}
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// Function GameBase.BGameInstance.GetPlayerProfile
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// (Final, Native, Public, BlueprintCallable, BlueprintPure)
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// Parameters:
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// class UPlayerProfile* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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class UPlayerProfile* UBGameInstance::GetPlayerProfile()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("BGameInstance", "GetPlayerProfile");
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Params::BGameInstance_GetPlayerProfile Parms{};
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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return Parms.ReturnValue;
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}
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// Function GameBase.BGameInstance.GetRebindableInput
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// (Final, Native, Public, BlueprintCallable, BlueprintPure)
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// Parameters:
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// class URebindableInput* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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class URebindableInput* UBGameInstance::GetRebindableInput()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("BGameInstance", "GetRebindableInput");
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Params::BGameInstance_GetRebindableInput Parms{};
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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return Parms.ReturnValue;
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}
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// Function GameBase.BGameInstance.ReloadGame
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// (Final, Native, Public, BlueprintCallable)
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// Parameters:
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// bool bSaveOnDisk (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// const class FString& Title (ConstParm, Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// bool GrabScreenShot (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// class UMovieConfig* Movie (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// float UnskipableLen (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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bool UBGameInstance::ReloadGame(bool bSaveOnDisk, const class FString& Title, bool GrabScreenShot, class UMovieConfig* Movie, float UnskipableLen)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("BGameInstance", "ReloadGame");
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Params::BGameInstance_ReloadGame Parms{};
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Parms.bSaveOnDisk = bSaveOnDisk;
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Parms.Title = std::move(Title);
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Parms.GrabScreenShot = GrabScreenShot;
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Parms.Movie = Movie;
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Parms.UnskipableLen = UnskipableLen;
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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return Parms.ReturnValue;
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}
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// Function GameBase.BGameInstance.SetLastScreenshotTexture
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// (Final, Native, Public, BlueprintCallable)
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// Parameters:
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// class UTexture2D* Texture (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// bool PrepareLoadingScreen (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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void UBGameInstance::SetLastScreenshotTexture(class UTexture2D* Texture, bool PrepareLoadingScreen)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("BGameInstance", "SetLastScreenshotTexture");
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Params::BGameInstance_SetLastScreenshotTexture Parms{};
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Parms.Texture = Texture;
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Parms.PrepareLoadingScreen = PrepareLoadingScreen;
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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}
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// Function GameBase.BGameInstance.GetLastScreenshotTexture
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// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
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// Parameters:
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// class UTexture2D* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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class UTexture2D* UBGameInstance::GetLastScreenshotTexture() const
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("BGameInstance", "GetLastScreenshotTexture");
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Params::BGameInstance_GetLastScreenshotTexture Parms{};
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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return Parms.ReturnValue;
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}
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// Function GameBase.BGameInstance.IsGameDeactivated
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// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
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// Parameters:
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// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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bool UBGameInstance::IsGameDeactivated() const
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("BGameInstance", "IsGameDeactivated");
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Params::BGameInstance_IsGameDeactivated Parms{};
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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return Parms.ReturnValue;
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}
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// Function GameBase.BGameInstance.IsGameSuspended
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// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
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// Parameters:
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// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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bool UBGameInstance::IsGameSuspended() const
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("BGameInstance", "IsGameSuspended");
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Params::BGameInstance_IsGameSuspended Parms{};
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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return Parms.ReturnValue;
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}
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// Function GameBase.BGameInstance.IsKeyboardActive
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// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
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// Parameters:
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// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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bool UBGameInstance::IsKeyboardActive() const
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("BGameInstance", "IsKeyboardActive");
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Params::BGameInstance_IsKeyboardActive Parms{};
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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return Parms.ReturnValue;
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}
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// Function GameBase.BGameInstance.IsMouseActive
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// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
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// Parameters:
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// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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bool UBGameInstance::IsMouseActive() const
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("BGameInstance", "IsMouseActive");
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Params::BGameInstance_IsMouseActive Parms{};
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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return Parms.ReturnValue;
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}
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// Function GameBase.BGameInstance.IsPadActive
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// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
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// Parameters:
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// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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bool UBGameInstance::IsPadActive() const
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("BGameInstance", "IsPadActive");
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Params::BGameInstance_IsPadActive Parms{};
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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return Parms.ReturnValue;
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}
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// Function GameBase.BGameInstance.IsPlayingFromMainMenu
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// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
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// Parameters:
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// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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bool UBGameInstance::IsPlayingFromMainMenu() const
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("BGameInstance", "IsPlayingFromMainMenu");
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Params::BGameInstance_IsPlayingFromMainMenu Parms{};
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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return Parms.ReturnValue;
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}
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// Function GameBase.BGameInstance.IsWorldTravelFinished
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// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
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// Parameters:
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// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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bool UBGameInstance::IsWorldTravelFinished() const
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("BGameInstance", "IsWorldTravelFinished");
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Params::BGameInstance_IsWorldTravelFinished Parms{};
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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return Parms.ReturnValue;
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}
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// Function GameBase.BGameInstance.WasMouseMoved
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// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
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// Parameters:
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// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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bool UBGameInstance::WasMouseMoved() const
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("BGameInstance", "WasMouseMoved");
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Params::BGameInstance_WasMouseMoved Parms{};
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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return Parms.ReturnValue;
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}
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// Function GameBase.BGameInstance.WasPadConnected
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// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
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// Parameters:
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// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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bool UBGameInstance::WasPadConnected() const
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("BGameInstance", "WasPadConnected");
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Params::BGameInstance_WasPadConnected Parms{};
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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return Parms.ReturnValue;
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}
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// Function GameBase.GameBaseStatics.AutoSave
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// (Final, Native, Static, Public, BlueprintCallable)
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// Parameters:
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// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// const class FString& Title (ConstParm, Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// bool GrabScreenShot (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// bool Flush (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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void UGameBaseStatics::AutoSave(class UObject* WorldContextObject, const class FString& Title, bool GrabScreenShot, bool Flush)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = StaticClass()->GetFunction("GameBaseStatics", "AutoSave");
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Params::GameBaseStatics_AutoSave Parms{};
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Parms.WorldContextObject = WorldContextObject;
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Parms.Title = std::move(Title);
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Parms.GrabScreenShot = GrabScreenShot;
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Parms.Flush = Flush;
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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GetDefaultObj()->ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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}
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// Function GameBase.GameBaseStatics.FlushPartialSave
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// (Final, Native, Static, Public, BlueprintCallable)
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// Parameters:
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// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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void UGameBaseStatics::FlushPartialSave(class UObject* WorldContextObject)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = StaticClass()->GetFunction("GameBaseStatics", "FlushPartialSave");
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Params::GameBaseStatics_FlushPartialSave Parms{};
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Parms.WorldContextObject = WorldContextObject;
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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GetDefaultObj()->ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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}
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// Function GameBase.GameBaseStatics.FlushSave
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// (Final, Native, Static, Public, BlueprintCallable)
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// Parameters:
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// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// int32 SlotIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// const class FString& Title (ConstParm, Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// bool ApplyCurrentTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// bool PreserveSlotIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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void UGameBaseStatics::FlushSave(class UObject* WorldContextObject, int32 SlotIndex, const class FString& Title, bool ApplyCurrentTime, bool PreserveSlotIndex)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = StaticClass()->GetFunction("GameBaseStatics", "FlushSave");
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Params::GameBaseStatics_FlushSave Parms{};
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Parms.WorldContextObject = WorldContextObject;
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Parms.SlotIndex = SlotIndex;
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Parms.Title = std::move(Title);
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Parms.ApplyCurrentTime = ApplyCurrentTime;
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Parms.PreserveSlotIndex = PreserveSlotIndex;
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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GetDefaultObj()->ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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}
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// Function GameBase.GameBaseStatics.GetActualSavedScreenShot
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// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
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// Parameters:
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// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// class UTexture2D* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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class UTexture2D* UGameBaseStatics::GetActualSavedScreenShot(class UObject* WorldContextObject)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = StaticClass()->GetFunction("GameBaseStatics", "GetActualSavedScreenShot");
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Params::GameBaseStatics_GetActualSavedScreenShot Parms{};
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Parms.WorldContextObject = WorldContextObject;
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auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function GameBase.GameBaseStatics.GetBaseGameInstance
|
|
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UBGameInstance* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UBGameInstance* UGameBaseStatics::GetBaseGameInstance(class UObject* WorldContextObject)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("GameBaseStatics", "GetBaseGameInstance");
|
|
|
|
Params::GameBaseStatics_GetBaseGameInstance Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function GameBase.GameBaseStatics.GetBaseGameMode
|
|
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class ABGameModeBase* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class ABGameModeBase* UGameBaseStatics::GetBaseGameMode(class UObject* WorldContextObject)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("GameBaseStatics", "GetBaseGameMode");
|
|
|
|
Params::GameBaseStatics_GetBaseGameMode Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function GameBase.GameBaseStatics.GetBuildPackageName
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class FString UGameBaseStatics::GetBuildPackageName()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("GameBaseStatics", "GetBuildPackageName");
|
|
|
|
Params::GameBaseStatics_GetBuildPackageName Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function GameBase.GameBaseStatics.GetBuildStreamName
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class FString UGameBaseStatics::GetBuildStreamName()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("GameBaseStatics", "GetBuildStreamName");
|
|
|
|
Params::GameBaseStatics_GetBuildStreamName Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function GameBase.GameBaseStatics.GetInputDevice
|
|
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// EGameBaseInputDevice ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
EGameBaseInputDevice UGameBaseStatics::GetInputDevice(class UObject* WorldContextObject)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("GameBaseStatics", "GetInputDevice");
|
|
|
|
Params::GameBaseStatics_GetInputDevice Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function GameBase.GameBaseStatics.GetLastSaveTime
|
|
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// struct FDateTime ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
struct FDateTime UGameBaseStatics::GetLastSaveTime(class UObject* WorldContextObject)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("GameBaseStatics", "GetLastSaveTime");
|
|
|
|
Params::GameBaseStatics_GetLastSaveTime Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function GameBase.GameBaseStatics.GetPersistentGameData
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UPersistentSaveData* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UPersistentSaveData* UGameBaseStatics::GetPersistentGameData(class UObject* WorldContextObject)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("GameBaseStatics", "GetPersistentGameData");
|
|
|
|
Params::GameBaseStatics_GetPersistentGameData Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function GameBase.GameBaseStatics.GetPlayerName
|
|
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class FString UGameBaseStatics::GetPlayerName(class UObject* WorldContextObject)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("GameBaseStatics", "GetPlayerName");
|
|
|
|
Params::GameBaseStatics_GetPlayerName Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function GameBase.GameBaseStatics.GetPlayerProfile
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UPlayerProfile* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UPlayerProfile* UGameBaseStatics::GetPlayerProfile(class UObject* WorldContextObject)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("GameBaseStatics", "GetPlayerProfile");
|
|
|
|
Params::GameBaseStatics_GetPlayerProfile Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function GameBase.GameBaseStatics.GetPlaythroughPersistentGameData
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UPlaythroughPersistentData* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UPlaythroughPersistentData* UGameBaseStatics::GetPlaythroughPersistentGameData(class UObject* WorldContextObject)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("GameBaseStatics", "GetPlaythroughPersistentGameData");
|
|
|
|
Params::GameBaseStatics_GetPlaythroughPersistentGameData Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function GameBase.GameBaseStatics.GetProjectVersionString
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class FString UGameBaseStatics::GetProjectVersionString()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("GameBaseStatics", "GetProjectVersionString");
|
|
|
|
Params::GameBaseStatics_GetProjectVersionString Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function GameBase.GameBaseStatics.GetRevisionVersionNumber
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 UGameBaseStatics::GetRevisionVersionNumber()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("GameBaseStatics", "GetRevisionVersionNumber");
|
|
|
|
Params::GameBaseStatics_GetRevisionVersionNumber Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function GameBase.GameBaseStatics.GetSavedScreenShot
|
|
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 SlotIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UTexture2D* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UTexture2D* UGameBaseStatics::GetSavedScreenShot(class UObject* WorldContextObject, int32 SlotIndex)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("GameBaseStatics", "GetSavedScreenShot");
|
|
|
|
Params::GameBaseStatics_GetSavedScreenShot Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.SlotIndex = SlotIndex;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function GameBase.GameBaseStatics.GetTimeSinceLastSave
|
|
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// struct FTimespan ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
struct FTimespan UGameBaseStatics::GetTimeSinceLastSave(class UObject* WorldContextObject)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("GameBaseStatics", "GetTimeSinceLastSave");
|
|
|
|
Params::GameBaseStatics_GetTimeSinceLastSave Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function GameBase.GameBaseStatics.HideMouseCursor
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class APlayerController* PlayerController (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UGameBaseStatics::HideMouseCursor(class APlayerController* PlayerController)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("GameBaseStatics", "HideMouseCursor");
|
|
|
|
Params::GameBaseStatics_HideMouseCursor Parms{};
|
|
|
|
Parms.PlayerController = PlayerController;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function GameBase.GameBaseStatics.IsConsoleMenu
|
|
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
bool UGameBaseStatics::IsConsoleMenu()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("GameBaseStatics", "IsConsoleMenu");
|
|
|
|
Params::GameBaseStatics_IsConsoleMenu Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function GameBase.GameBaseStatics.IsGameCompletelyInstalled
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
bool UGameBaseStatics::IsGameCompletelyInstalled(class UObject* WorldContextObject)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("GameBaseStatics", "IsGameCompletelyInstalled");
|
|
|
|
Params::GameBaseStatics_IsGameCompletelyInstalled Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function GameBase.GameBaseStatics.IsGameDeactivated
|
|
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
bool UGameBaseStatics::IsGameDeactivated(class UObject* WorldContextObject)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("GameBaseStatics", "IsGameDeactivated");
|
|
|
|
Params::GameBaseStatics_IsGameDeactivated Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function GameBase.GameBaseStatics.IsGamePaused
|
|
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
bool UGameBaseStatics::IsGamePaused(class UObject* WorldContextObject)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("GameBaseStatics", "IsGamePaused");
|
|
|
|
Params::GameBaseStatics_IsGamePaused Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function GameBase.GameBaseStatics.IsGameSuspended
|
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// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
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// Parameters:
|
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// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
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// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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|
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bool UGameBaseStatics::IsGameSuspended(class UObject* WorldContextObject)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("GameBaseStatics", "IsGameSuspended");
|
|
|
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Params::GameBaseStatics_IsGameSuspended Parms{};
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|
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Parms.WorldContextObject = WorldContextObject;
|
|
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auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
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|
|
|
return Parms.ReturnValue;
|
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}
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// Function GameBase.GameBaseStatics.IsKeyboardActive
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// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
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// Parameters:
|
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// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
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// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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|
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bool UGameBaseStatics::IsKeyboardActive(class UObject* WorldContextObject)
|
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{
|
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static class UFunction* Func = nullptr;
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|
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if (Func == nullptr)
|
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Func = StaticClass()->GetFunction("GameBaseStatics", "IsKeyboardActive");
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|
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Params::GameBaseStatics_IsKeyboardActive Parms{};
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|
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Parms.WorldContextObject = WorldContextObject;
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|
|
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auto Flgs = Func->FunctionFlags;
|
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Func->FunctionFlags |= 0x400;
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|
|
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GetDefaultObj()->ProcessEvent(Func, &Parms);
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|
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Func->FunctionFlags = Flgs;
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|
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return Parms.ReturnValue;
|
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}
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// Function GameBase.GameBaseStatics.IsMouseActive
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// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
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// Parameters:
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// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
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// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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|
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bool UGameBaseStatics::IsMouseActive(class UObject* WorldContextObject)
|
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{
|
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static class UFunction* Func = nullptr;
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|
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if (Func == nullptr)
|
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Func = StaticClass()->GetFunction("GameBaseStatics", "IsMouseActive");
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|
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Params::GameBaseStatics_IsMouseActive Parms{};
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|
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Parms.WorldContextObject = WorldContextObject;
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auto Flgs = Func->FunctionFlags;
|
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Func->FunctionFlags |= 0x400;
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|
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GetDefaultObj()->ProcessEvent(Func, &Parms);
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|
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Func->FunctionFlags = Flgs;
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|
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return Parms.ReturnValue;
|
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}
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|
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// Function GameBase.GameBaseStatics.IsMoviePlayerActive
|
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// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
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// Parameters:
|
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// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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|
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bool UGameBaseStatics::IsMoviePlayerActive()
|
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{
|
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static class UFunction* Func = nullptr;
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|
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if (Func == nullptr)
|
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Func = StaticClass()->GetFunction("GameBaseStatics", "IsMoviePlayerActive");
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|
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Params::GameBaseStatics_IsMoviePlayerActive Parms{};
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|
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auto Flgs = Func->FunctionFlags;
|
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Func->FunctionFlags |= 0x400;
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|
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GetDefaultObj()->ProcessEvent(Func, &Parms);
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|
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Func->FunctionFlags = Flgs;
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|
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return Parms.ReturnValue;
|
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}
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|
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// Function GameBase.GameBaseStatics.IsNEOOrScorpio
|
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// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
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// Parameters:
|
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// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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|
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bool UGameBaseStatics::IsNEOOrScorpio()
|
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{
|
|
static class UFunction* Func = nullptr;
|
|
|
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if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("GameBaseStatics", "IsNEOOrScorpio");
|
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|
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Params::GameBaseStatics_IsNEOOrScorpio Parms{};
|
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|
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auto Flgs = Func->FunctionFlags;
|
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Func->FunctionFlags |= 0x400;
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|
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GetDefaultObj()->ProcessEvent(Func, &Parms);
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|
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Func->FunctionFlags = Flgs;
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|
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return Parms.ReturnValue;
|
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}
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|
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// Function GameBase.GameBaseStatics.IsPadActive
|
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// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
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// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
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// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
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bool UGameBaseStatics::IsPadActive(class UObject* WorldContextObject)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("GameBaseStatics", "IsPadActive");
|
|
|
|
Params::GameBaseStatics_IsPadActive Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
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|
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// Function GameBase.GameBaseStatics.IsPadConnected
|
|
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
bool UGameBaseStatics::IsPadConnected(class UObject* WorldContextObject)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("GameBaseStatics", "IsPadConnected");
|
|
|
|
Params::GameBaseStatics_IsPadConnected Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function GameBase.GameBaseStatics.IsSwitchUserSupported
|
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// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
bool UGameBaseStatics::IsSwitchUserSupported(class UObject* WorldContextObject)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("GameBaseStatics", "IsSwitchUserSupported");
|
|
|
|
Params::GameBaseStatics_IsSwitchUserSupported Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function GameBase.GameBaseStatics.IsSystemHelpSupported
|
|
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
bool UGameBaseStatics::IsSystemHelpSupported()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("GameBaseStatics", "IsSystemHelpSupported");
|
|
|
|
Params::GameBaseStatics_IsSystemHelpSupported Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
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|
|
// Function GameBase.GameBaseStatics.MakeFullSave
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 SlotIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FString& Title (ConstParm, Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool GrabScreenShot (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool AllowAsyncOperation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UGameBaseStatics::MakeFullSave(class UObject* WorldContextObject, int32 SlotIndex, const class FString& Title, bool GrabScreenShot, bool AllowAsyncOperation)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("GameBaseStatics", "MakeFullSave");
|
|
|
|
Params::GameBaseStatics_MakeFullSave Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.SlotIndex = SlotIndex;
|
|
Parms.Title = std::move(Title);
|
|
Parms.GrabScreenShot = GrabScreenShot;
|
|
Parms.AllowAsyncOperation = AllowAsyncOperation;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function GameBase.GameBaseStatics.MakePersistentGameDateDirty
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UGameBaseStatics::MakePersistentGameDateDirty(class UObject* WorldContextObject)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("GameBaseStatics", "MakePersistentGameDateDirty");
|
|
|
|
Params::GameBaseStatics_MakePersistentGameDateDirty Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function GameBase.GameBaseStatics.MakeQuickSave
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FString& Title (ConstParm, Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool GrabScreenShot (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UGameBaseStatics::MakeQuickSave(class UObject* WorldContextObject, const class FString& Title, bool GrabScreenShot)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("GameBaseStatics", "MakeQuickSave");
|
|
|
|
Params::GameBaseStatics_MakeQuickSave Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.Title = std::move(Title);
|
|
Parms.GrabScreenShot = GrabScreenShot;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function GameBase.GameBaseStatics.PauseDynamicResolution
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
|
|
void UGameBaseStatics::PauseDynamicResolution()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("GameBaseStatics", "PauseDynamicResolution");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function GameBase.GameBaseStatics.PlaySound
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UAkAudioEvent* Sound (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UGameBaseStatics::PlaySound(class UAkAudioEvent* Sound)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("GameBaseStatics", "PlaySound");
|
|
|
|
Params::GameBaseStatics_PlaySound Parms{};
|
|
|
|
Parms.Sound = Sound;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function GameBase.GameBaseStatics.PostWiseEvent
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UAkAudioEvent* Event (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UGameBaseStatics::PostWiseEvent(class UAkAudioEvent* Event)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("GameBaseStatics", "PostWiseEvent");
|
|
|
|
Params::GameBaseStatics_PostWiseEvent Parms{};
|
|
|
|
Parms.Event = Event;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function GameBase.GameBaseStatics.ResumeDynamicResolution
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
|
|
void UGameBaseStatics::ResumeDynamicResolution()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("GameBaseStatics", "ResumeDynamicResolution");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function GameBase.GameBaseStatics.SaveGame
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FString& Title (ConstParm, Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool GrabScreenShot (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UGameBaseStatics::SaveGame(class UObject* WorldContextObject, const class FString& Title, bool GrabScreenShot)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("GameBaseStatics", "SaveGame");
|
|
|
|
Params::GameBaseStatics_SaveGame Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.Title = std::move(Title);
|
|
Parms.GrabScreenShot = GrabScreenShot;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function GameBase.GameBaseStatics.SavePersistentGameDate
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UGameBaseStatics::SavePersistentGameDate(class UObject* WorldContextObject)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("GameBaseStatics", "SavePersistentGameDate");
|
|
|
|
Params::GameBaseStatics_SavePersistentGameDate Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function GameBase.GameBaseStatics.SaveSlotDataExist
|
|
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 SlotIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
bool UGameBaseStatics::SaveSlotDataExist(class UObject* WorldContextObject, int32 SlotIndex)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("GameBaseStatics", "SaveSlotDataExist");
|
|
|
|
Params::GameBaseStatics_SaveSlotDataExist Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.SlotIndex = SlotIndex;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function GameBase.GameBaseStatics.SaveUserProfile
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UGameBaseStatics::SaveUserProfile(class UObject* WorldContextObject)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("GameBaseStatics", "SaveUserProfile");
|
|
|
|
Params::GameBaseStatics_SaveUserProfile Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function GameBase.GameBaseStatics.SetActualGamma
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UGameBaseStatics::SetActualGamma(class UObject* WorldContextObject)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("GameBaseStatics", "SetActualGamma");
|
|
|
|
Params::GameBaseStatics_SetActualGamma Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function GameBase.GameBaseStatics.SetDefaultGamma
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UGameBaseStatics::SetDefaultGamma(class UObject* WorldContextObject)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("GameBaseStatics", "SetDefaultGamma");
|
|
|
|
Params::GameBaseStatics_SetDefaultGamma Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function GameBase.GameBaseStatics.SetGamePaused
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const bool IsPaused (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UGameBaseStatics::SetGamePaused(class UObject* WorldContextObject, const bool IsPaused)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("GameBaseStatics", "SetGamePaused");
|
|
|
|
Params::GameBaseStatics_SetGamePaused Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.IsPaused = IsPaused;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function GameBase.GameBaseStatics.SetInputModeGameAndUI
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class APlayerController* PlayerController (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ShowMouseCursor_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// EMouseLockMode MouseLockMode (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool HideCursorDuringCapture (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UGameBaseStatics::SetInputModeGameAndUI(class UObject* WorldContextObject, class APlayerController* PlayerController, bool ShowMouseCursor_0, EMouseLockMode MouseLockMode, bool HideCursorDuringCapture)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("GameBaseStatics", "SetInputModeGameAndUI");
|
|
|
|
Params::GameBaseStatics_SetInputModeGameAndUI Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.PlayerController = PlayerController;
|
|
Parms.ShowMouseCursor_0 = ShowMouseCursor_0;
|
|
Parms.MouseLockMode = MouseLockMode;
|
|
Parms.HideCursorDuringCapture = HideCursorDuringCapture;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function GameBase.GameBaseStatics.SetInputModeGameOnly
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class APlayerController* PlayerController (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ShowMouseCursor_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ConsumeCaptureMouseDown (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UGameBaseStatics::SetInputModeGameOnly(class UObject* WorldContextObject, class APlayerController* PlayerController, bool ShowMouseCursor_0, bool ConsumeCaptureMouseDown)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("GameBaseStatics", "SetInputModeGameOnly");
|
|
|
|
Params::GameBaseStatics_SetInputModeGameOnly Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.PlayerController = PlayerController;
|
|
Parms.ShowMouseCursor_0 = ShowMouseCursor_0;
|
|
Parms.ConsumeCaptureMouseDown = ConsumeCaptureMouseDown;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function GameBase.GameBaseStatics.SetInputModeUIOnly
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class APlayerController* PlayerController (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ShowMouseCursor_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// EMouseLockMode MouseLockMode (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UGameBaseStatics::SetInputModeUIOnly(class UObject* WorldContextObject, class APlayerController* PlayerController, bool ShowMouseCursor_0, EMouseLockMode MouseLockMode)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("GameBaseStatics", "SetInputModeUIOnly");
|
|
|
|
Params::GameBaseStatics_SetInputModeUIOnly Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
Parms.PlayerController = PlayerController;
|
|
Parms.ShowMouseCursor_0 = ShowMouseCursor_0;
|
|
Parms.MouseLockMode = MouseLockMode;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function GameBase.GameBaseStatics.SetMouseCursorVisibility
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class APlayerController* PlayerController (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool Show (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UGameBaseStatics::SetMouseCursorVisibility(class APlayerController* PlayerController, bool Show)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("GameBaseStatics", "SetMouseCursorVisibility");
|
|
|
|
Params::GameBaseStatics_SetMouseCursorVisibility Parms{};
|
|
|
|
Parms.PlayerController = PlayerController;
|
|
Parms.Show = Show;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function GameBase.GameBaseStatics.ShadersUseHighQualityBlock
|
|
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
bool UGameBaseStatics::ShadersUseHighQualityBlock(class UObject* WorldContextObject)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("GameBaseStatics", "ShadersUseHighQualityBlock");
|
|
|
|
Params::GameBaseStatics_ShadersUseHighQualityBlock Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function GameBase.GameBaseStatics.ShowMouseCursor
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class APlayerController* PlayerController (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UGameBaseStatics::ShowMouseCursor(class APlayerController* PlayerController)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("GameBaseStatics", "ShowMouseCursor");
|
|
|
|
Params::GameBaseStatics_ShowMouseCursor Parms{};
|
|
|
|
Parms.PlayerController = PlayerController;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function GameBase.GameBaseStatics.ShowSystemHelp
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
|
|
void UGameBaseStatics::ShowSystemHelp()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("GameBaseStatics", "ShowSystemHelp");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function GameBase.GameBaseStatics.StopSound
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UAkAudioEvent* Sound (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UGameBaseStatics::StopSound(class UAkAudioEvent* Sound)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("GameBaseStatics", "StopSound");
|
|
|
|
Params::GameBaseStatics_StopSound Parms{};
|
|
|
|
Parms.Sound = Sound;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function GameBase.GameBaseStatics.WaitForAllSaveAsyncOperations
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UGameBaseStatics::WaitForAllSaveAsyncOperations(class UObject* WorldContextObject)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("GameBaseStatics", "WaitForAllSaveAsyncOperations");
|
|
|
|
Params::GameBaseStatics_WaitForAllSaveAsyncOperations Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function GameBase.GameBaseStatics.WasMouseMoved
|
|
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
bool UGameBaseStatics::WasMouseMoved(class UObject* WorldContextObject)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("GameBaseStatics", "WasMouseMoved");
|
|
|
|
Params::GameBaseStatics_WasMouseMoved Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function GameBase.LastScreenshotImage.Refresh
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
|
|
void ULastScreenshotImage::Refresh()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("LastScreenshotImage", "Refresh");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function GameBase.LoadingVideoOverlayWidget.MovieTimeChanged
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// float MovieTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FString& MovieName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void ULoadingVideoOverlayWidget::MovieTimeChanged(float MovieTime, const class FString& MovieName)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("LoadingVideoOverlayWidget", "MovieTimeChanged");
|
|
|
|
Params::LoadingVideoOverlayWidget_MovieTimeChanged Parms{};
|
|
|
|
Parms.MovieTime = MovieTime;
|
|
Parms.MovieName = std::move(MovieName);
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function GameBase.LoadingVideoOverlayWidget.OnMovieTimeChanged
|
|
// (Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// float MovieTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// const class FString& MovieName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void ULoadingVideoOverlayWidget::OnMovieTimeChanged(float MovieTime, const class FString& MovieName)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("LoadingVideoOverlayWidget", "OnMovieTimeChanged");
|
|
|
|
Params::LoadingVideoOverlayWidget_OnMovieTimeChanged Parms{};
|
|
|
|
Parms.MovieTime = MovieTime;
|
|
Parms.MovieName = std::move(MovieName);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function GameBase.LoadingVideoOverlayWidget.ResetSubtitles
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void ULoadingVideoOverlayWidget::ResetSubtitles()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("LoadingVideoOverlayWidget", "ResetSubtitles");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function GameBase.LoadingVideoOverlayWidget.ResetWorldLoadState
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void ULoadingVideoOverlayWidget::ResetWorldLoadState()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("LoadingVideoOverlayWidget", "ResetWorldLoadState");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function GameBase.LoadingVideoOverlayWidget.SetSubtitles
|
|
// (Event, Public, HasOutParams, BlueprintEvent)
|
|
// Parameters:
|
|
// const class FString& NewSubtitles (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void ULoadingVideoOverlayWidget::SetSubtitles(const class FString& NewSubtitles)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("LoadingVideoOverlayWidget", "SetSubtitles");
|
|
|
|
Params::LoadingVideoOverlayWidget_SetSubtitles Parms{};
|
|
|
|
Parms.NewSubtitles = std::move(NewSubtitles);
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function GameBase.LoadingVideoOverlayWidget.WorldIsFinallyLoaded
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void ULoadingVideoOverlayWidget::WorldIsFinallyLoaded()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("LoadingVideoOverlayWidget", "WorldIsFinallyLoaded");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function GameBase.LoadScreenWidget.OnFadedOut
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
|
|
void ULoadScreenWidget::OnFadedOut()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("LoadScreenWidget", "OnFadedOut");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function GameBase.LoadScreenWidget.OnFadeOut
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void ULoadScreenWidget::OnFadeOut()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("LoadScreenWidget", "OnFadeOut");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function GameBase.LoadScreenWidget.OnPrepareToShow
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void ULoadScreenWidget::OnPrepareToShow()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("LoadScreenWidget", "OnPrepareToShow");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function GameBase.LoadScreenWidget.OnShow
|
|
// (Event, Public, BlueprintEvent)
|
|
// Parameters:
|
|
// bool IsFromNewGame (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 ZOrder (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void ULoadScreenWidget::OnShow(bool IsFromNewGame, int32 ZOrder)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("LoadScreenWidget", "OnShow");
|
|
|
|
Params::LoadScreenWidget_OnShow Parms{};
|
|
|
|
Parms.IsFromNewGame = IsFromNewGame;
|
|
Parms.ZOrder = ZOrder;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function GameBase.LoadScreenWidget.OnShowReadyForPlay
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void ULoadScreenWidget::OnShowReadyForPlay()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("LoadScreenWidget", "OnShowReadyForPlay");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function GameBase.LoadScreenWidget.ReadyForPlay
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
|
|
void ULoadScreenWidget::ReadyForPlay()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("LoadScreenWidget", "ReadyForPlay");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function GameBase.LostPadWidget.IsInfoTypeDisconnected
|
|
// (Final, Native, Protected, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
bool ULostPadWidget::IsInfoTypeDisconnected() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("LostPadWidget", "IsInfoTypeDisconnected");
|
|
|
|
Params::LostPadWidget_IsInfoTypeDisconnected Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function GameBase.MainMenuWidget.IsSystemHelpSupported
|
|
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
bool UMainMenuWidget::IsSystemHelpSupported()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("MainMenuWidget", "IsSystemHelpSupported");
|
|
|
|
Params::MainMenuWidget_IsSystemHelpSupported Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function GameBase.MainMenuWidget.ShowSystemHelp
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
|
|
void UMainMenuWidget::ShowSystemHelp()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("MainMenuWidget", "ShowSystemHelp");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function GameBase.MainMenuWidget.BeginNewGame
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UMovieConfig* Movie (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float NonSkippableLen (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UMainMenuWidget::BeginNewGame(class UMovieConfig* Movie, float NonSkippableLen)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MainMenuWidget", "BeginNewGame");
|
|
|
|
Params::MainMenuWidget_BeginNewGame Parms{};
|
|
|
|
Parms.Movie = Movie;
|
|
Parms.NonSkippableLen = NonSkippableLen;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function GameBase.MainMenuWidget.ContinueGame
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class UMovieConfig* Movie (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float NonSkippableLen (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UMainMenuWidget::ContinueGame(class UMovieConfig* Movie, float NonSkippableLen)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MainMenuWidget", "ContinueGame");
|
|
|
|
Params::MainMenuWidget_ContinueGame Parms{};
|
|
|
|
Parms.Movie = Movie;
|
|
Parms.NonSkippableLen = NonSkippableLen;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function GameBase.MainMenuWidget.FadeOutForLoading
|
|
// (Final, Native, Protected)
|
|
|
|
void UMainMenuWidget::FadeOutForLoading()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MainMenuWidget", "FadeOutForLoading");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function GameBase.MainMenuWidget.LoadingFadedOut
|
|
// (Final, Native, Protected, BlueprintCallable)
|
|
|
|
void UMainMenuWidget::LoadingFadedOut()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MainMenuWidget", "LoadingFadedOut");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function GameBase.MainMenuWidget.LoadSavedGame
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// int32 SlotIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UMovieConfig* Movie (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float NonSkippableLen (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UMainMenuWidget::LoadSavedGame(int32 SlotIndex, class UMovieConfig* Movie, float NonSkippableLen)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MainMenuWidget", "LoadSavedGame");
|
|
|
|
Params::MainMenuWidget_LoadSavedGame Parms{};
|
|
|
|
Parms.SlotIndex = SlotIndex;
|
|
Parms.Movie = Movie;
|
|
Parms.NonSkippableLen = NonSkippableLen;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function GameBase.MainMenuWidget.OnHide
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void UMainMenuWidget::OnHide()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MainMenuWidget", "OnHide");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function GameBase.MainMenuWidget.OnLoadingFadeOut
|
|
// (Event, Protected, BlueprintEvent)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
bool UMainMenuWidget::OnLoadingFadeOut()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MainMenuWidget", "OnLoadingFadeOut");
|
|
|
|
Params::MainMenuWidget_OnLoadingFadeOut Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function GameBase.MainMenuWidget.OnShow
|
|
// (Event, Public, BlueprintEvent)
|
|
|
|
void UMainMenuWidget::OnShow()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MainMenuWidget", "OnShow");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function GameBase.MainMenuWidget.PopulateSlots
|
|
// (Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// bool WithScreenshots (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool SortByDate (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool SaveMode (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UMainMenuWidget::PopulateSlots(bool WithScreenshots, bool SortByDate, bool SaveMode)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MainMenuWidget", "PopulateSlots");
|
|
|
|
Params::MainMenuWidget_PopulateSlots Parms{};
|
|
|
|
Parms.WithScreenshots = WithScreenshots;
|
|
Parms.SortByDate = SortByDate;
|
|
Parms.SaveMode = SaveMode;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function GameBase.MainMenuWidget.QuitGame
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
|
|
void UMainMenuWidget::QuitGame()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MainMenuWidget", "QuitGame");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function GameBase.MainMenuWidget.ReturnToGame
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
|
|
void UMainMenuWidget::ReturnToGame()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MainMenuWidget", "ReturnToGame");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function GameBase.MainMenuWidget.SelectSlot
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
|
|
void UMainMenuWidget::SelectSlot()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MainMenuWidget", "SelectSlot");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function GameBase.MainMenuWidget.ToMainMenu
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
|
|
void UMainMenuWidget::ToMainMenu()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MainMenuWidget", "ToMainMenu");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function GameBase.MainMenuWidget.GetSlotIndex
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 UMainMenuWidget::GetSlotIndex(int32 Index_0) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MainMenuWidget", "GetSlotIndex");
|
|
|
|
Params::MainMenuWidget_GetSlotIndex Parms{};
|
|
|
|
Parms.Index_0 = Index_0;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function GameBase.MainMenuWidget.GetSlotsCount
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 UMainMenuWidget::GetSlotsCount() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MainMenuWidget", "GetSlotsCount");
|
|
|
|
Params::MainMenuWidget_GetSlotsCount Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function GameBase.MainMenuWidget.GetTheNewestSlotInfo
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool WithScreenShot (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// struct FSaveSlotInfo ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
|
|
|
|
struct FSaveSlotInfo UMainMenuWidget::GetTheNewestSlotInfo(bool WithScreenShot) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MainMenuWidget", "GetTheNewestSlotInfo");
|
|
|
|
Params::MainMenuWidget_GetTheNewestSlotInfo Parms{};
|
|
|
|
Parms.WithScreenShot = WithScreenShot;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function GameBase.MainMenuWidget.HasSlots
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
bool UMainMenuWidget::HasSlots() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MainMenuWidget", "HasSlots");
|
|
|
|
Params::MainMenuWidget_HasSlots Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function GameBase.MainMenuWidget.HasUserSlots
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
bool UMainMenuWidget::HasUserSlots() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MainMenuWidget", "HasUserSlots");
|
|
|
|
Params::MainMenuWidget_HasUserSlots Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function GameBase.MainMenuWidget.IsShowUserInfo
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
bool UMainMenuWidget::IsShowUserInfo() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MainMenuWidget", "IsShowUserInfo");
|
|
|
|
Params::MainMenuWidget_IsShowUserInfo Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function GameBase.MainMenuWidget.IsSlotListNotEmpty
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
bool UMainMenuWidget::IsSlotListNotEmpty() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("MainMenuWidget", "IsSlotListNotEmpty");
|
|
|
|
Params::MainMenuWidget_IsSlotListNotEmpty Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function GameBase.OnlineUtility.IsEOSActive
|
|
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
bool UOnlineUtility::IsEOSActive(class UObject* WorldContextObject)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("OnlineUtility", "IsEOSActive");
|
|
|
|
Params::OnlineUtility_IsEOSActive Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function GameBase.OnlineUtility.IsGDKActive
|
|
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
bool UOnlineUtility::IsGDKActive(class UObject* WorldContextObject)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("OnlineUtility", "IsGDKActive");
|
|
|
|
Params::OnlineUtility_IsGDKActive Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function GameBase.OnlineUtility.IsGogActive
|
|
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
bool UOnlineUtility::IsGogActive(class UObject* WorldContextObject)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("OnlineUtility", "IsGogActive");
|
|
|
|
Params::OnlineUtility_IsGogActive Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function GameBase.OnlineUtility.IsLiveActive
|
|
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
bool UOnlineUtility::IsLiveActive(class UObject* WorldContextObject)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("OnlineUtility", "IsLiveActive");
|
|
|
|
Params::OnlineUtility_IsLiveActive Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function GameBase.OnlineUtility.IsSteamActive
|
|
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
bool UOnlineUtility::IsSteamActive(class UObject* WorldContextObject)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("OnlineUtility", "IsSteamActive");
|
|
|
|
Params::OnlineUtility_IsSteamActive Parms{};
|
|
|
|
Parms.WorldContextObject = WorldContextObject;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function GameBase.PlayerProfile.IsHDREnabledAndAllowed
|
|
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
|
|
// Parameters:
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
bool UPlayerProfile::IsHDREnabledAndAllowed()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = StaticClass()->GetFunction("PlayerProfile", "IsHDREnabledAndAllowed");
|
|
|
|
Params::PlayerProfile_IsHDREnabledAndAllowed Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
GetDefaultObj()->ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function GameBase.PlayerProfile.GetVolume
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class FName Name_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
float UPlayerProfile::GetVolume(class FName Name_0) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("PlayerProfile", "GetVolume");
|
|
|
|
Params::PlayerProfile_GetVolume Parms{};
|
|
|
|
Parms.Name_0 = Name_0;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function GameBase.PlayerProfile.IsMuted
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class FName Name_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
bool UPlayerProfile::IsMuted(class FName Name_0) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("PlayerProfile", "IsMuted");
|
|
|
|
Params::PlayerProfile_IsMuted Parms{};
|
|
|
|
Parms.Name_0 = Name_0;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function GameBase.SaveWidget.ShowEnd
|
|
// (Final, Native, Protected)
|
|
|
|
void USaveWidget::ShowEnd()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("SaveWidget", "ShowEnd");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function GameBase.SlotSelectionWidget.Continue
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// int32 selectedSlot (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ClearSlot (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void USlotSelectionWidget::Continue(int32 selectedSlot, bool ClearSlot)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("SlotSelectionWidget", "Continue");
|
|
|
|
Params::SlotSelectionWidget_Continue Parms{};
|
|
|
|
Parms.selectedSlot = selectedSlot;
|
|
Parms.ClearSlot = ClearSlot;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function GameBase.SlotSelectionWidget.GenerateSlotList
|
|
// (Final, Native, Protected, BlueprintCallable)
|
|
|
|
void USlotSelectionWidget::GenerateSlotList()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("SlotSelectionWidget", "GenerateSlotList");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function GameBase.SlotSelectionWidget.GetSlotList
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// const TArray<struct FSaveSlotInfo> ReturnValue (ConstParm, Parm, OutParm, ZeroConstructor, ReturnParm, ReferenceParm, NativeAccessSpecifierPublic)
|
|
|
|
const TArray<struct FSaveSlotInfo> USlotSelectionWidget::GetSlotList() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("SlotSelectionWidget", "GetSlotList");
|
|
|
|
Params::SlotSelectionWidget_GetSlotList Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function GameBase.SlotSelectionWidget.GetSlotsCount
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 USlotSelectionWidget::GetSlotsCount() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("SlotSelectionWidget", "GetSlotsCount");
|
|
|
|
Params::SlotSelectionWidget_GetSlotsCount Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function GameBase.SlotSelectionWidget.GetTheNewestSlotIndex
|
|
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
int32 USlotSelectionWidget::GetTheNewestSlotIndex() const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("SlotSelectionWidget", "GetTheNewestSlotIndex");
|
|
|
|
Params::SlotSelectionWidget_GetTheNewestSlotIndex Parms{};
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
|
|
// Function GameBase.StartGameWidget.Continue
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
|
|
void UStartGameWidget::Continue()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("StartGameWidget", "Continue");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function GameBase.StartGameWidget.OnFadedOutAnim
|
|
// (Final, Native, Protected)
|
|
|
|
void UStartGameWidget::OnFadedOutAnim()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("StartGameWidget", "OnFadedOutAnim");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function GameBase.StartGameWidget.OnNext
|
|
// (Event, Protected, BlueprintEvent)
|
|
|
|
void UStartGameWidget::OnNext()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("StartGameWidget", "OnNext");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function GameBase.StartGameWidget.OnStart
|
|
// (Event, Protected, BlueprintEvent)
|
|
|
|
void UStartGameWidget::OnStart()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("StartGameWidget", "OnStart");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function GameBase.UserSelectionWidget.FadedOut
|
|
// (Final, Native, Protected, BlueprintCallable)
|
|
|
|
void UUserSelectionWidget::FadedOut()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("UserSelectionWidget", "FadedOut");
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
}
|
|
|
|
|
|
// Function GameBase.UserSelectionWidget.OnFadeOut
|
|
// (Event, Protected, BlueprintEvent)
|
|
|
|
void UUserSelectionWidget::OnFadeOut()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("UserSelectionWidget", "OnFadeOut");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function GameBase.UserSelectionWidget.OnInputDeviceChanged
|
|
// (Event, Protected, BlueprintCallable, BlueprintEvent)
|
|
|
|
void UUserSelectionWidget::OnInputDeviceChanged()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("UserSelectionWidget", "OnInputDeviceChanged");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function GameBase.UserSelectionWidget.OnShowAskNoUser
|
|
// (Event, Protected, BlueprintEvent)
|
|
|
|
void UUserSelectionWidget::OnShowAskNoUser()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("UserSelectionWidget", "OnShowAskNoUser");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function GameBase.UserSelectionWidget.OnShowPressA
|
|
// (Event, Protected, BlueprintEvent)
|
|
|
|
void UUserSelectionWidget::OnShowPressA()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("UserSelectionWidget", "OnShowPressA");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function GameBase.UserSelectionWidget.OnShowProcessing
|
|
// (Event, Protected, BlueprintEvent)
|
|
|
|
void UUserSelectionWidget::OnShowProcessing()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("UserSelectionWidget", "OnShowProcessing");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
}
|
|
|