Files
ReshadePluginsCore/SilentHillF/SDK/GameNoce_functions.cpp

87382 lines
2.8 MiB

#pragma once
/*
* SDK generated by Dumper-7
*
* https://github.com/Encryqed/Dumper-7
*/
// Package: GameNoce
#include "Basic.hpp"
#include "GameNoce_classes.hpp"
#include "GameNoce_parameters.hpp"
namespace SDK
{
// Function GameNoce.AsyncActionHandleNoceStorage.NoceAsyncLoadGameFromSlot
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const int32 SlotIndex (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UAsyncActionHandleNoceStorage* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UAsyncActionHandleNoceStorage* UAsyncActionHandleNoceStorage::NoceAsyncLoadGameFromSlot(class UObject* WorldContextObject, const int32 SlotIndex)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("AsyncActionHandleNoceStorage", "NoceAsyncLoadGameFromSlot");
Params::AsyncActionHandleNoceStorage_NoceAsyncLoadGameFromSlot Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.SlotIndex = SlotIndex;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.AsyncActionHandleNoceStorage.NoceAsyncSaveClearGameToSlot
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const int32 SlotIndex (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ENoceEndingType ClearEndingType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ClearProgress (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UAsyncActionHandleNoceStorage* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UAsyncActionHandleNoceStorage* UAsyncActionHandleNoceStorage::NoceAsyncSaveClearGameToSlot(class UObject* WorldContextObject, const int32 SlotIndex, ENoceEndingType ClearEndingType, bool ClearProgress)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("AsyncActionHandleNoceStorage", "NoceAsyncSaveClearGameToSlot");
Params::AsyncActionHandleNoceStorage_NoceAsyncSaveClearGameToSlot Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.SlotIndex = SlotIndex;
Parms.ClearEndingType = ClearEndingType;
Parms.ClearProgress = ClearProgress;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.AsyncActionHandleNoceStorage.NoceAsyncSaveGameToSlot
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const int32 SlotIndex (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName LocationName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* InActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UAsyncActionHandleNoceStorage* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UAsyncActionHandleNoceStorage* UAsyncActionHandleNoceStorage::NoceAsyncSaveGameToSlot(class UObject* WorldContextObject, const int32 SlotIndex, class FName LocationName, class AActor* InActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("AsyncActionHandleNoceStorage", "NoceAsyncSaveGameToSlot");
Params::AsyncActionHandleNoceStorage_NoceAsyncSaveGameToSlot Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.SlotIndex = SlotIndex;
Parms.LocationName = LocationName;
Parms.InActor = InActor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.AsyncActionHandleNoceStorage.NoceAsyncSaveSystemSave
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UAsyncActionHandleNoceStorage* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UAsyncActionHandleNoceStorage* UAsyncActionHandleNoceStorage::NoceAsyncSaveSystemSave(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("AsyncActionHandleNoceStorage", "NoceAsyncSaveSystemSave");
Params::AsyncActionHandleNoceStorage_NoceAsyncSaveSystemSave Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceCheatLevelExtension.AddSpecialTag
// (Event, Public, BlueprintEvent)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceCheatLevelExtension::AddSpecialTag()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatLevelExtension", "AddSpecialTag");
Params::NoceCheatLevelExtension_AddSpecialTag Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function GameNoce.NoceCheatLevelExtension.Debug_AddAllMapLocationIDs
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatLevelExtension::Debug_AddAllMapLocationIDs()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatLevelExtension", "Debug_AddAllMapLocationIDs");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatLevelExtension.Debug_AddMapLocationID
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatLevelExtension::Debug_AddMapLocationID()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatLevelExtension", "Debug_AddMapLocationID");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatLevelExtension.Debug_AddRemoveMapIcon
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatLevelExtension::Debug_AddRemoveMapIcon()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatLevelExtension", "Debug_AddRemoveMapIcon");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatLevelExtension.Debug_AddSpecialTag
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatLevelExtension::Debug_AddSpecialTag()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatLevelExtension", "Debug_AddSpecialTag");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatLevelExtension.Debug_RemoveMapLocationID
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatLevelExtension::Debug_RemoveMapLocationID()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatLevelExtension", "Debug_RemoveMapLocationID");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatLevelExtension.GetSpecialTags
// (Event, Public, BlueprintEvent)
// Parameters:
// int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class FText> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class FText> UNoceCheatLevelExtension::GetSpecialTags(int32 Index_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatLevelExtension", "GetSpecialTags");
Params::NoceCheatLevelExtension_GetSpecialTags Parms{};
Parms.Index_0 = Index_0;
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function GameNoce.NoceCheatLevelExtension.OnAddSpecialTagWindowDecided
// (Final, Native, Public)
// Parameters:
// const struct FNeoCheatPopWindowOutputParam&Result (Parm, NativeAccessSpecifierPublic)
void UNoceCheatLevelExtension::OnAddSpecialTagWindowDecided(const struct FNeoCheatPopWindowOutputParam& Result)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatLevelExtension", "OnAddSpecialTagWindowDecided");
Params::NoceCheatLevelExtension_OnAddSpecialTagWindowDecided Parms{};
Parms.Result = std::move(Result);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatLevelExtension.OnMapIconDecided
// (Final, Native, Public)
// Parameters:
// const struct FNeoCheatPopWindowOutputParam&Result (Parm, NativeAccessSpecifierPublic)
void UNoceCheatLevelExtension::OnMapIconDecided(const struct FNeoCheatPopWindowOutputParam& Result)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatLevelExtension", "OnMapIconDecided");
Params::NoceCheatLevelExtension_OnMapIconDecided Parms{};
Parms.Result = std::move(Result);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatLevelExtension.OnMapIconDecidedV2
// (Final, Native, Public)
// Parameters:
// const struct FNeoCheatPopWindowOutputParam&Result (Parm, NativeAccessSpecifierPublic)
void UNoceCheatLevelExtension::OnMapIconDecidedV2(const struct FNeoCheatPopWindowOutputParam& Result)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatLevelExtension", "OnMapIconDecidedV2");
Params::NoceCheatLevelExtension_OnMapIconDecidedV2 Parms{};
Parms.Result = std::move(Result);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatLevelExtension.OnMapWindowDecided
// (Final, Native, Public)
// Parameters:
// const struct FNeoCheatPopWindowOutputParam&Result (Parm, NativeAccessSpecifierPublic)
void UNoceCheatLevelExtension::OnMapWindowDecided(const struct FNeoCheatPopWindowOutputParam& Result)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatLevelExtension", "OnMapWindowDecided");
Params::NoceCheatLevelExtension_OnMapWindowDecided Parms{};
Parms.Result = std::move(Result);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatLevelExtension.RefreshMinimap
// (Exec, Event, Public, BlueprintEvent)
void UNoceCheatLevelExtension::RefreshMinimap()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatLevelExtension", "RefreshMinimap");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameNoce.NoceCheatLevelExtension.ToggleMinimap
// (Exec, Event, Public, BlueprintEvent)
void UNoceCheatLevelExtension::ToggleMinimap()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatLevelExtension", "ToggleMinimap");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameNoce.NoceCheatLevelExtension.ZoomInMinimap
// (Exec, Event, Public, BlueprintEvent)
void UNoceCheatLevelExtension::ZoomInMinimap()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatLevelExtension", "ZoomInMinimap");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameNoce.NoceCheatLevelExtension.ZoomOutMinimap
// (Exec, Event, Public, BlueprintEvent)
void UNoceCheatLevelExtension::ZoomOutMinimap()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatLevelExtension", "ZoomOutMinimap");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameNoce.NoceTestBaseController.OnMemReportIntervalChanged
// (Final, Native, Private)
void UNoceTestBaseController::OnMemReportIntervalChanged()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTestBaseController", "OnMemReportIntervalChanged");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceTestBaseController.OnMemReportTimerExpired
// (Final, Native, Private)
void UNoceTestBaseController::OnMemReportTimerExpired()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTestBaseController", "OnMemReportTimerExpired");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceTestBaseController.TryEarlyExec
// (Final, Native, Private)
// Parameters:
// const class UWorld* World (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceTestBaseController::TryEarlyExec(const class UWorld* World)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTestBaseController", "TryEarlyExec");
Params::NoceTestBaseController_TryEarlyExec Parms{};
Parms.World = World;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePerfTestController.OnGameStateSet
// (Final, Native, Protected)
// Parameters:
// const class AGameStateBase* GameStateBase (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePerfTestController::OnGameStateSet(const class AGameStateBase* GameStateBase)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePerfTestController", "OnGameStateSet");
Params::NocePerfTestController_OnGameStateSet Parms{};
Parms.GameStateBase = GameStateBase;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePerfTestController.OnWorldBeginPlay
// (Final, Native, Protected)
void UNocePerfTestController::OnWorldBeginPlay()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePerfTestController", "OnWorldBeginPlay");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceNewGameDataAsset.GetDefaultGameRound
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// ENoceRoundType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ENoceRoundType UNoceNewGameDataAsset::GetDefaultGameRound()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceNewGameDataAsset", "GetDefaultGameRound");
Params::NoceNewGameDataAsset_GetDefaultGameRound Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceCheatTitleUIExtension.Debug_AutoSwitchInputIcon
// (Final, Exec, Native, Public)
// Parameters:
// bool InEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatTitleUIExtension::Debug_AutoSwitchInputIcon(bool InEnable)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatTitleUIExtension", "Debug_AutoSwitchInputIcon");
Params::NoceCheatTitleUIExtension_Debug_AutoSwitchInputIcon Parms{};
Parms.InEnable = InEnable;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatTitleUIExtension.Debug_HideDevInfo
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatTitleUIExtension::Debug_HideDevInfo(bool InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatTitleUIExtension", "Debug_HideDevInfo");
Params::NoceCheatTitleUIExtension_Debug_HideDevInfo Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatTitleUIExtension.Debug_SetSkipLogo
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatTitleUIExtension::Debug_SetSkipLogo(bool InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatTitleUIExtension", "Debug_SetSkipLogo");
Params::NoceCheatTitleUIExtension_Debug_SetSkipLogo Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatGeneralTextWidget.ShowText
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const class FText& InText (Parm, NativeAccessSpecifierPublic)
void UNoceCheatGeneralTextWidget::ShowText(const class FText& InText)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatGeneralTextWidget", "ShowText");
Params::NoceCheatGeneralTextWidget_ShowText Parms{};
Parms.InText = std::move(InText);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.FrameworkFunctionLibrary.GetNoceWorldSettings
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class ANoceWorldSettings* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class ANoceWorldSettings* UFrameworkFunctionLibrary::GetNoceWorldSettings(const class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FrameworkFunctionLibrary", "GetNoceWorldSettings");
Params::FrameworkFunctionLibrary_GetNoceWorldSettings Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.FrameworkFunctionLibrary.IsGameMode
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSubclassOf<class AGameModeBase> GameModeClass (Parm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UFrameworkFunctionLibrary::IsGameMode(const class UObject* WorldContextObject, TSubclassOf<class AGameModeBase> GameModeClass)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FrameworkFunctionLibrary", "IsGameMode");
Params::FrameworkFunctionLibrary_IsGameMode Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.GameModeClass = GameModeClass;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.FrameworkFunctionLibrary.IsNoceGameMode
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UFrameworkFunctionLibrary::IsNoceGameMode(const class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FrameworkFunctionLibrary", "IsNoceGameMode");
Params::FrameworkFunctionLibrary_IsNoceGameMode Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.FrameworkFunctionLibrary.IsNoceTitleGameMode
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UFrameworkFunctionLibrary::IsNoceTitleGameMode(const class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("FrameworkFunctionLibrary", "IsNoceTitleGameMode");
Params::FrameworkFunctionLibrary_IsNoceTitleGameMode Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceVolumeComponentBase.OnVolumeBeginOverlapBP
// (Native, Event, Protected, BlueprintEvent)
void UNoceVolumeComponentBase::OnVolumeBeginOverlapBP()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceVolumeComponentBase", "OnVolumeBeginOverlapBP");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceVolumeComponentBase.OnVolumeEndOverlapBP
// (Native, Event, Protected, BlueprintEvent)
void UNoceVolumeComponentBase::OnVolumeEndOverlapBP()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceVolumeComponentBase", "OnVolumeEndOverlapBP");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceVolumeComponentBase.RequestSpecialWeightChange
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const class FString& SourceName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InWeight (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InPriority (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceVolumeComponentBase::RequestSpecialWeightChange(const class FString& SourceName, float InWeight, float InPriority)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceVolumeComponentBase", "RequestSpecialWeightChange");
Params::NoceVolumeComponentBase_RequestSpecialWeightChange Parms{};
Parms.SourceName = std::move(SourceName);
Parms.InWeight = InWeight;
Parms.InPriority = InPriority;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.GameNoceGameModeBase.GetActionLevel
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// ENoceActionLevel ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ENoceActionLevel AGameNoceGameModeBase::GetActionLevel()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GameNoceGameModeBase", "GetActionLevel");
Params::GameNoceGameModeBase_GetActionLevel Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.GameNoceGameModeBase.GetPlayerOutfitValue
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// ENocePlayerOutfit ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ENocePlayerOutfit AGameNoceGameModeBase::GetPlayerOutfitValue()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GameNoceGameModeBase", "GetPlayerOutfitValue");
Params::GameNoceGameModeBase_GetPlayerOutfitValue Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.GameNoceGameModeBase.GetPlayerSaveGameOutfit
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// ENocePlayerOutfit ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ENocePlayerOutfit AGameNoceGameModeBase::GetPlayerSaveGameOutfit()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GameNoceGameModeBase", "GetPlayerSaveGameOutfit");
Params::GameNoceGameModeBase_GetPlayerSaveGameOutfit Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.GameNoceGameModeBase.GetRiddleLevel
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// ENoceRiddleLevel ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ENoceRiddleLevel AGameNoceGameModeBase::GetRiddleLevel()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GameNoceGameModeBase", "GetRiddleLevel");
Params::GameNoceGameModeBase_GetRiddleLevel Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.GameNoceGameModeBase.GetRoundType
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// ENoceRoundType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ENoceRoundType AGameNoceGameModeBase::GetRoundType()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GameNoceGameModeBase", "GetRoundType");
Params::GameNoceGameModeBase_GetRoundType Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.GameNoceGameModeBase.GetSaveGameRoundType
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// ENoceRoundType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ENoceRoundType AGameNoceGameModeBase::GetSaveGameRoundType()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GameNoceGameModeBase", "GetSaveGameRoundType");
Params::GameNoceGameModeBase_GetSaveGameRoundType Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.GameNoceGameModeBase.GetSimulateStoryClearBitmask
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 AGameNoceGameModeBase::GetSimulateStoryClearBitmask()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GameNoceGameModeBase", "GetSimulateStoryClearBitmask");
Params::GameNoceGameModeBase_GetSimulateStoryClearBitmask Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.GameNoceGameModeBase.GetStoryEndingType
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// ENoceEndingType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ENoceEndingType AGameNoceGameModeBase::GetStoryEndingType()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GameNoceGameModeBase", "GetStoryEndingType");
Params::GameNoceGameModeBase_GetStoryEndingType Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.GameNoceGameModeBase.HandleUpdatePlayerCharMeshType
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENocePlayerType InPlayerType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName InCharMeshRowName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AGameNoceGameModeBase::HandleUpdatePlayerCharMeshType(ENocePlayerType InPlayerType, class FName InCharMeshRowName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GameNoceGameModeBase", "HandleUpdatePlayerCharMeshType");
Params::GameNoceGameModeBase_HandleUpdatePlayerCharMeshType Parms{};
Parms.InPlayerType = InPlayerType;
Parms.InCharMeshRowName = InCharMeshRowName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.GameNoceGameModeBase.OnSystemSaveLoaded
// (Native, Protected)
// Parameters:
// class UNoceSystemSaveGame* SystemSave (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AGameNoceGameModeBase::OnSystemSaveLoaded(class UNoceSystemSaveGame* SystemSave)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GameNoceGameModeBase", "OnSystemSaveLoaded");
Params::GameNoceGameModeBase_OnSystemSaveLoaded Parms{};
Parms.SystemSave = SystemSave;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.GameNoceGameModeBase.OnSystemSaveSaved
// (Native, Protected)
// Parameters:
// class UNoceSystemSaveGame* SystemSave (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AGameNoceGameModeBase::OnSystemSaveSaved(class UNoceSystemSaveGame* SystemSave)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GameNoceGameModeBase", "OnSystemSaveSaved");
Params::GameNoceGameModeBase_OnSystemSaveSaved Parms{};
Parms.SystemSave = SystemSave;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.GameNoceGameModeBase.SetActionLevel
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENoceActionLevel ActionLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AGameNoceGameModeBase::SetActionLevel(ENoceActionLevel ActionLevel)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GameNoceGameModeBase", "SetActionLevel");
Params::GameNoceGameModeBase_SetActionLevel Parms{};
Parms.ActionLevel = ActionLevel;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.GameNoceGameModeBase.SetPlayerOutfitValue
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENocePlayerOutfit InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AGameNoceGameModeBase::SetPlayerOutfitValue(ENocePlayerOutfit InType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GameNoceGameModeBase", "SetPlayerOutfitValue");
Params::GameNoceGameModeBase_SetPlayerOutfitValue Parms{};
Parms.InType = InType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.GameNoceGameModeBase.SetRiddleLevel
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENoceRiddleLevel RiddleLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AGameNoceGameModeBase::SetRiddleLevel(ENoceRiddleLevel RiddleLevel)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GameNoceGameModeBase", "SetRiddleLevel");
Params::GameNoceGameModeBase_SetRiddleLevel Parms{};
Parms.RiddleLevel = RiddleLevel;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.GameNoceGameModeBase.SetSimulateRoundType
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENoceRoundType DebugRoundType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AGameNoceGameModeBase::SetSimulateRoundType(ENoceRoundType DebugRoundType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GameNoceGameModeBase", "SetSimulateRoundType");
Params::GameNoceGameModeBase_SetSimulateRoundType Parms{};
Parms.DebugRoundType = DebugRoundType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.GameNoceGameModeBase.SetSimulateStoryClearBitmask
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 BitMask (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AGameNoceGameModeBase::SetSimulateStoryClearBitmask(int32 BitMask)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GameNoceGameModeBase", "SetSimulateStoryClearBitmask");
Params::GameNoceGameModeBase_SetSimulateStoryClearBitmask Parms{};
Parms.BitMask = BitMask;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.GameNoceGameModeBase.SetStoryEndingType
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENoceEndingType EndingType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AGameNoceGameModeBase::SetStoryEndingType(ENoceEndingType EndingType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GameNoceGameModeBase", "SetStoryEndingType");
Params::GameNoceGameModeBase_SetStoryEndingType Parms{};
Parms.EndingType = EndingType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceUserWidgetBase.AddToInputDeviceUpdateList
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// class UWidget* InWidget (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceUserWidgetBase::AddToInputDeviceUpdateList(class UWidget* InWidget)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceUserWidgetBase", "AddToInputDeviceUpdateList");
Params::NoceUserWidgetBase_AddToInputDeviceUpdateList Parms{};
Parms.InWidget = InWidget;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceUserWidgetBase.ClearResource
// (Native, Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceUserWidgetBase::ClearResource(bool* NoUse)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceUserWidgetBase", "ClearResource");
Params::NoceUserWidgetBase_ClearResource Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (NoUse != nullptr)
*NoUse = Parms.NoUse;
}
// Function GameNoce.NoceUserWidgetBase.OnInputDeviceChanged
// (Native, Event, Protected, BlueprintEvent)
void UNoceUserWidgetBase::OnInputDeviceChanged()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceUserWidgetBase", "OnInputDeviceChanged");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceUserWidgetBase.OnLanguageChanged
// (Native, Event, Protected, BlueprintEvent)
void UNoceUserWidgetBase::OnLanguageChanged()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceUserWidgetBase", "OnLanguageChanged");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceUserWidgetBase.OnSynchronizeProperties
// (Native, Event, Protected, BlueprintEvent)
void UNoceUserWidgetBase::OnSynchronizeProperties()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceUserWidgetBase", "OnSynchronizeProperties");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceUserWidgetBase.PlayUIAnimation
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// class UWidgetAnimation* InAnimation (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool IsLoop (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool IsRestorable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceUserWidgetBase::PlayUIAnimation(class UWidgetAnimation* InAnimation, bool IsLoop, bool IsRestorable)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceUserWidgetBase", "PlayUIAnimation");
Params::NoceUserWidgetBase_PlayUIAnimation Parms{};
Parms.InAnimation = InAnimation;
Parms.IsLoop = IsLoop;
Parms.IsRestorable = IsRestorable;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceUserWidgetBase.PlayUISound
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// const struct FNeoAudioTriggerIdHandle& TriggerId (Parm, NoDestructor, NativeAccessSpecifierPublic)
void UNoceUserWidgetBase::PlayUISound(const struct FNeoAudioTriggerIdHandle& TriggerId)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceUserWidgetBase", "PlayUISound");
Params::NoceUserWidgetBase_PlayUISound Parms{};
Parms.TriggerId = std::move(TriggerId);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceUserWidgetBase.StopUIAnimations
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// const TArray<class UWidgetAnimation*>& InAnimations (ConstParm, Parm, ZeroConstructor, NativeAccessSpecifierPublic)
void UNoceUserWidgetBase::StopUIAnimations(const TArray<class UWidgetAnimation*>& InAnimations)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceUserWidgetBase", "StopUIAnimations");
Params::NoceUserWidgetBase_StopUIAnimations Parms{};
Parms.InAnimations = std::move(InAnimations);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceUserWidgetBase.SynchronizeProperties
// (Final, Native, Public, BlueprintCallable)
void UNoceUserWidgetBase::SynchronizeProperties()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceUserWidgetBase", "SynchronizeProperties");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceClawAttrackSoulWidget.BP_SetBarRatio
// (Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// float InRatio (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceClawAttrackSoulWidget::BP_SetBarRatio(float InRatio)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceClawAttrackSoulWidget", "BP_SetBarRatio");
Params::NoceClawAttrackSoulWidget_BP_SetBarRatio Parms{};
Parms.InRatio = InRatio;
UObject::ProcessEvent(Func, &Parms);
}
// Function GameNoce.NoceClawAttrackSoulWidget.BP_SetHoldTime
// (Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// float InHoldTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceClawAttrackSoulWidget::BP_SetHoldTime(float InHoldTime)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceClawAttrackSoulWidget", "BP_SetHoldTime");
Params::NoceClawAttrackSoulWidget_BP_SetHoldTime Parms{};
Parms.InHoldTime = InHoldTime;
UObject::ProcessEvent(Func, &Parms);
}
// Function GameNoce.NoceClawAttrackSoulWidget.BP_StartPressing
// (Event, Public, BlueprintCallable, BlueprintEvent)
void UNoceClawAttrackSoulWidget::BP_StartPressing()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceClawAttrackSoulWidget", "BP_StartPressing");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameNoce.NoceSelectItemWidget.GetAnimation
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// class UWidgetAnimation* NormalAnim (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UWidgetAnimation* DisableAnim (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UWidgetAnimation* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UWidgetAnimation* UNoceSelectItemWidget::GetAnimation(class UWidgetAnimation* NormalAnim, class UWidgetAnimation* DisableAnim)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSelectItemWidget", "GetAnimation");
Params::NoceSelectItemWidget_GetAnimation Parms{};
Parms.NormalAnim = NormalAnim;
Parms.DisableAnim = DisableAnim;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSelectItemWidget.OnDecideCompleted
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent)
void UNoceSelectItemWidget::OnDecideCompleted()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSelectItemWidget", "OnDecideCompleted");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSelectItemWidget.OnFocusCompleted
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent)
void UNoceSelectItemWidget::OnFocusCompleted()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSelectItemWidget", "OnFocusCompleted");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSelectItemWidget.OnUnfocusCompleted
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent)
void UNoceSelectItemWidget::OnUnfocusCompleted()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSelectItemWidget", "OnUnfocusCompleted");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSelectItemWidget.StopSelectAnimations
// (Final, Native, Protected, BlueprintCallable)
void UNoceSelectItemWidget::StopSelectAnimations()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSelectItemWidget", "StopSelectAnimations");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceNotebookPageTabChildWidget.Init
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// const struct FNoceUINotebookCategoryData&InData (Parm, NativeAccessSpecifierPublic)
// const struct FLinearColor& InDefaultColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FLinearColor& InSelectColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceNotebookPageTabChildWidget::Init(const struct FNoceUINotebookCategoryData& InData, const struct FLinearColor& InDefaultColor, const struct FLinearColor& InSelectColor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceNotebookPageTabChildWidget", "Init");
Params::NoceNotebookPageTabChildWidget_Init Parms{};
Parms.InData = std::move(InData);
Parms.InDefaultColor = std::move(InDefaultColor);
Parms.InSelectColor = std::move(InSelectColor);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceNotebookPageTabChildWidget.SetViewed
// (Final, Native, Public, BlueprintCallable)
void UNoceNotebookPageTabChildWidget::SetViewed()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceNotebookPageTabChildWidget", "SetViewed");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAnimWidget.AddAnimation
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// class UWidgetAnimation* Animation (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAnimWidget::AddAnimation(class UWidgetAnimation* Animation)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimWidget", "AddAnimation");
Params::NoceAnimWidget_AddAnimation Parms{};
Parms.Animation = Animation;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAnimWidget.BP_ForceClose
// (Event, Protected, BlueprintEvent)
void UNoceAnimWidget::BP_ForceClose()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimWidget", "BP_ForceClose");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameNoce.NoceAnimWidget.BP_HideCommon
// (Event, Protected, HasOutParams, BlueprintEvent)
// Parameters:
// bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAnimWidget::BP_HideCommon(bool* NoUse)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimWidget", "BP_HideCommon");
Params::NoceAnimWidget_BP_HideCommon Parms{};
UObject::ProcessEvent(Func, &Parms);
if (NoUse != nullptr)
*NoUse = Parms.NoUse;
}
// Function GameNoce.NoceAnimWidget.BP_ShowCommon
// (Event, Protected, HasOutParams, BlueprintEvent)
// Parameters:
// bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAnimWidget::BP_ShowCommon(bool* NoUse)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimWidget", "BP_ShowCommon");
Params::NoceAnimWidget_BP_ShowCommon Parms{};
UObject::ProcessEvent(Func, &Parms);
if (NoUse != nullptr)
*NoUse = Parms.NoUse;
}
// Function GameNoce.NoceAnimWidget.ForceClose
// (Native, Public, BlueprintCallable)
void UNoceAnimWidget::ForceClose()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimWidget", "ForceClose");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAnimWidget.ForceHide
// (Native, Public, BlueprintCallable)
void UNoceAnimWidget::ForceHide()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimWidget", "ForceHide");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAnimWidget.GetFadeInAnim
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UWidgetAnimation* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UWidgetAnimation* UNoceAnimWidget::GetFadeInAnim()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimWidget", "GetFadeInAnim");
Params::NoceAnimWidget_GetFadeInAnim Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAnimWidget.GetFadeOutAnim
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UWidgetAnimation* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UWidgetAnimation* UNoceAnimWidget::GetFadeOutAnim()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimWidget", "GetFadeOutAnim");
Params::NoceAnimWidget_GetFadeOutAnim Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAnimWidget.Hide
// (Native, Public, BlueprintCallable)
void UNoceAnimWidget::Hide()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimWidget", "Hide");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAnimWidget.IsShowing
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceAnimWidget::IsShowing()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimWidget", "IsShowing");
Params::NoceAnimWidget_IsShowing Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAnimWidget.OnFadeInCompleted
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent)
void UNoceAnimWidget::OnFadeInCompleted()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimWidget", "OnFadeInCompleted");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAnimWidget.OnFadeOutCompleted
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent)
void UNoceAnimWidget::OnFadeOutCompleted()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimWidget", "OnFadeOutCompleted");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAnimWidget.SetAllData
// (Native, Event, Protected, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAnimWidget::SetAllData(bool* NoUse)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimWidget", "SetAllData");
Params::NoceAnimWidget_SetAllData Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (NoUse != nullptr)
*NoUse = Parms.NoUse;
}
// Function GameNoce.NoceAnimWidget.Show
// (Native, Public, BlueprintCallable)
void UNoceAnimWidget::Show()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimWidget", "Show");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAnimWidget.StopAnimations
// (Final, Native, Protected, BlueprintCallable)
void UNoceAnimWidget::StopAnimations()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimWidget", "StopAnimations");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFocusableWidget.BP_DisableInputs
// (Event, Protected, HasOutParams, BlueprintEvent)
// Parameters:
// bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceFocusableWidget::BP_DisableInputs(bool* NoUse)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceFocusableWidget", "BP_DisableInputs");
Params::NoceFocusableWidget_BP_DisableInputs Parms{};
UObject::ProcessEvent(Func, &Parms);
if (NoUse != nullptr)
*NoUse = Parms.NoUse;
}
// Function GameNoce.NoceFocusableWidget.BP_EnableInputs
// (Event, Protected, HasOutParams, BlueprintEvent)
// Parameters:
// bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceFocusableWidget::BP_EnableInputs(bool* NoUse)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceFocusableWidget", "BP_EnableInputs");
Params::NoceFocusableWidget_BP_EnableInputs Parms{};
UObject::ProcessEvent(Func, &Parms);
if (NoUse != nullptr)
*NoUse = Parms.NoUse;
}
// Function GameNoce.NoceFocusableWidget.BP_TryFocusDefaultWidget
// (Native, Protected, BlueprintCallable)
// Parameters:
// struct FEventReply ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FEventReply UNoceFocusableWidget::BP_TryFocusDefaultWidget()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceFocusableWidget", "BP_TryFocusDefaultWidget");
Params::NoceFocusableWidget_BP_TryFocusDefaultWidget Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFocusableWidget.Cancel
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceFocusableWidget::Cancel()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceFocusableWidget", "Cancel");
Params::NoceFocusableWidget_Cancel Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFocusableWidget.Confirm
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceFocusableWidget::Confirm()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceFocusableWidget", "Confirm");
Params::NoceFocusableWidget_Confirm Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFocusableWidget.DisableInputs
// (Final, Native, Protected, BlueprintCallable)
void UNoceFocusableWidget::DisableInputs()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceFocusableWidget", "DisableInputs");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFocusableWidget.EnableInputs
// (Final, Native, Protected, BlueprintCallable)
void UNoceFocusableWidget::EnableInputs()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceFocusableWidget", "EnableInputs");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFocusableWidget.HandleNotRepeatKeys
// (Native, Event, Protected, HasOutParams, BlueprintEvent)
// Parameters:
// const struct FInputEvent& InInputEvent (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// const struct FKey& InKey (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceFocusableWidget::HandleNotRepeatKeys(const struct FInputEvent& InInputEvent, const struct FKey& InKey)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceFocusableWidget", "HandleNotRepeatKeys");
Params::NoceFocusableWidget_HandleNotRepeatKeys Parms{};
Parms.InInputEvent = std::move(InInputEvent);
Parms.InKey = std::move(InKey);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFocusableWidget.HandleRepeatKeys
// (Native, Event, Protected, HasOutParams, BlueprintEvent)
// Parameters:
// const struct FInputEvent& InInputEvent (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// const struct FKey& InKey (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceFocusableWidget::HandleRepeatKeys(const struct FInputEvent& InInputEvent, const struct FKey& InKey)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceFocusableWidget", "HandleRepeatKeys");
Params::NoceFocusableWidget_HandleRepeatKeys Parms{};
Parms.InInputEvent = std::move(InInputEvent);
Parms.InKey = std::move(InKey);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFocusableWidget.HideGuide
// (Final, Native, Protected, BlueprintCallable)
void UNoceFocusableWidget::HideGuide()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceFocusableWidget", "HideGuide");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFocusableWidget.SetCursorVisibility
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// bool InIsVisible (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceFocusableWidget::SetCursorVisibility(bool InIsVisible)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceFocusableWidget", "SetCursorVisibility");
Params::NoceFocusableWidget_SetCursorVisibility Parms{};
Parms.InIsVisible = InIsVisible;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFocusableWidget.ShowGuide
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// class FName InGuide (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceFocusableWidget::ShowGuide(class FName InGuide)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceFocusableWidget", "ShowGuide");
Params::NoceFocusableWidget_ShowGuide Parms{};
Parms.InGuide = InGuide;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceChooserArrowWidget.OnMouseButtonDownArrow
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FGeometry& InGeometry (Parm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// const struct FPointerEvent& InMouseEvent (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// struct FEventReply ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FEventReply UNoceChooserArrowWidget::OnMouseButtonDownArrow(const struct FGeometry& InGeometry, const struct FPointerEvent& InMouseEvent)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceChooserArrowWidget", "OnMouseButtonDownArrow");
Params::NoceChooserArrowWidget_OnMouseButtonDownArrow Parms{};
Parms.InGeometry = std::move(InGeometry);
Parms.InMouseEvent = std::move(InMouseEvent);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.MucusDecalActor.BP_OnOutOfGameplay
// (Event, Public, BlueprintEvent)
void AMucusDecalActor::BP_OnOutOfGameplay()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MucusDecalActor", "BP_OnOutOfGameplay");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameNoce.MucusDecalActor.BP_Transformation
// (Event, Public, BlueprintEvent)
void AMucusDecalActor::BP_Transformation()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MucusDecalActor", "BP_Transformation");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameNoce.MucusDecalActor.DestroyMe
// (Final, Native, Public, BlueprintCallable)
void AMucusDecalActor::DestroyMe()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MucusDecalActor", "DestroyMe");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.MucusDecalActor.HasTransformed
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool AMucusDecalActor::HasTransformed()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MucusDecalActor", "HasTransformed");
Params::MucusDecalActor_HasTransformed Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.MucusDecalActor.IsEnvironmentType
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool AMucusDecalActor::IsEnvironmentType()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MucusDecalActor", "IsEnvironmentType");
Params::MucusDecalActor_IsEnvironmentType Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.MucusDecalActor.IsOutOfGameplay
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool AMucusDecalActor::IsOutOfGameplay()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MucusDecalActor", "IsOutOfGameplay");
Params::MucusDecalActor_IsOutOfGameplay Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.MucusDecalActor.OnTransformReuse
// (Final, Native, Protected)
void AMucusDecalActor::OnTransformReuse()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MucusDecalActor", "OnTransformReuse");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.MucusDecalActor.PauseDestroyTimer
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InPause (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AMucusDecalActor::PauseDestroyTimer(bool InPause)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MucusDecalActor", "PauseDestroyTimer");
Params::MucusDecalActor_PauseDestroyTimer Parms{};
Parms.InPause = InPause;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.MucusDecalActor.ReceiveDestroyRequest
// (Final, Native, Protected)
void AMucusDecalActor::ReceiveDestroyRequest()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MucusDecalActor", "ReceiveDestroyRequest");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.MucusDecalActor.ReceiveEnemyDeadEvent
// (Final, Native, Protected)
// Parameters:
// class AActor* InEnemy (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AMucusDecalActor::ReceiveEnemyDeadEvent(class AActor* InEnemy)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MucusDecalActor", "ReceiveEnemyDeadEvent");
Params::MucusDecalActor_ReceiveEnemyDeadEvent Parms{};
Parms.InEnemy = InEnemy;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.MucusDecalActor.RequestTransformation
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor* InRequester (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AMucusDecalActor::RequestTransformation(class AActor* InRequester)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MucusDecalActor", "RequestTransformation");
Params::MucusDecalActor_RequestTransformation Parms{};
Parms.InRequester = InRequester;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.MucusDecalActor.RequestTransformationAuto
// (Final, Native, Protected)
void AMucusDecalActor::RequestTransformationAuto()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MucusDecalActor", "RequestTransformationAuto");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.MucusDecalActor.SetTransformLifeSpan
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float InLifespan (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AMucusDecalActor::SetTransformLifeSpan(float InLifespan)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MucusDecalActor", "SetTransformLifeSpan");
Params::MucusDecalActor_SetTransformLifeSpan Parms{};
Parms.InLifespan = InLifespan;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.MucusDecalActor.SetTransformReuseTime
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float InTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AMucusDecalActor::SetTransformReuseTime(float InTime)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MucusDecalActor", "SetTransformReuseTime");
Params::MucusDecalActor_SetTransformReuseTime Parms{};
Parms.InTime = InTime;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceWorldSubsystem.Deinitialize_BP
// (Event, Protected, BlueprintEvent)
void UNoceWorldSubsystem::Deinitialize_BP()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWorldSubsystem", "Deinitialize_BP");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameNoce.NoceWorldSubsystem.Initialize_BP
// (Event, Protected, BlueprintEvent)
void UNoceWorldSubsystem::Initialize_BP()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWorldSubsystem", "Initialize_BP");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameNoce.NoceWorldSubsystem.WorldBeginPlay_BP
// (Event, Protected, BlueprintEvent)
void UNoceWorldSubsystem::WorldBeginPlay_BP()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWorldSubsystem", "WorldBeginPlay_BP");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameNoce.NoceShowByProgressBaseComponent.OnAdditionalTagChanged
// (Final, Native, Protected)
// Parameters:
// const struct FGameplayTag& InTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceShowByProgressBaseComponent::OnAdditionalTagChanged(const struct FGameplayTag& InTag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceShowByProgressBaseComponent", "OnAdditionalTagChanged");
Params::NoceShowByProgressBaseComponent_OnAdditionalTagChanged Parms{};
Parms.InTag = std::move(InTag);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceShowByProgressBaseComponent.OnProgressChanged
// (Final, Native, Protected)
// Parameters:
// const struct FGameplayTag& InTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceShowByProgressBaseComponent::OnProgressChanged(const struct FGameplayTag& InTag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceShowByProgressBaseComponent", "OnProgressChanged");
Params::NoceShowByProgressBaseComponent_OnProgressChanged Parms{};
Parms.InTag = std::move(InTag);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceShowByProgressBaseComponent.OnProgressInitialized
// (Final, Native, Protected)
// Parameters:
// const struct FGameplayTag& InTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceShowByProgressBaseComponent::OnProgressInitialized(const struct FGameplayTag& InTag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceShowByProgressBaseComponent", "OnProgressInitialized");
Params::NoceShowByProgressBaseComponent_OnProgressInitialized Parms{};
Parms.InTag = std::move(InTag);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceShowByProgressBaseComponent.OnProgressOrTagChanged_BP
// (Native, Event, Protected, BlueprintEvent)
void UNoceShowByProgressBaseComponent::OnProgressOrTagChanged_BP()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceShowByProgressBaseComponent", "OnProgressOrTagChanged_BP");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceMontageStateMonitorComponent.GetMontageState
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// ENoceMontageState ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ENoceMontageState UNoceMontageStateMonitorComponent::GetMontageState()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceMontageStateMonitorComponent", "GetMontageState");
Params::NoceMontageStateMonitorComponent_GetMontageState Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceMontageStateMonitorComponent.OnMontageBlendingOut
// (Final, Native, Protected)
// Parameters:
// class UAnimMontage* Montage (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bInterrupted (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceMontageStateMonitorComponent::OnMontageBlendingOut(class UAnimMontage* Montage, bool bInterrupted)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceMontageStateMonitorComponent", "OnMontageBlendingOut");
Params::NoceMontageStateMonitorComponent_OnMontageBlendingOut Parms{};
Parms.Montage = Montage;
Parms.bInterrupted = bInterrupted;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceMontageStateMonitorComponent.OnMontageEnded
// (Final, Native, Protected)
// Parameters:
// class UAnimMontage* Montage (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bInterrupted (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceMontageStateMonitorComponent::OnMontageEnded(class UAnimMontage* Montage, bool bInterrupted)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceMontageStateMonitorComponent", "OnMontageEnded");
Params::NoceMontageStateMonitorComponent_OnMontageEnded Parms{};
Parms.Montage = Montage;
Parms.bInterrupted = bInterrupted;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceMontageStateMonitorComponent.RecordMontageState
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UAnimMontage* InMontage (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ENoceMontageState InMontageState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceMontageStateMonitorComponent::RecordMontageState(class UAnimMontage* InMontage, ENoceMontageState InMontageState)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceMontageStateMonitorComponent", "RecordMontageState");
Params::NoceMontageStateMonitorComponent_RecordMontageState Parms{};
Parms.InMontage = InMontage;
Parms.InMontageState = InMontageState;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.MucusSubsystem.GetMucusByDistance2D
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// const struct FVector& Location (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float Distance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class AMucusDecalActor*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class AMucusDecalActor*> UMucusSubsystem::GetMucusByDistance2D(const struct FVector& Location, float Distance)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MucusSubsystem", "GetMucusByDistance2D");
Params::MucusSubsystem_GetMucusByDistance2D Parms{};
Parms.Location = std::move(Location);
Parms.Distance = Distance;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.MucusSubsystem.HandleSporeEruption
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// const struct FVector& CenterLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float Radius (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* InRequester (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UMucusSubsystem::HandleSporeEruption(const struct FVector& CenterLocation, float Radius, class AActor* InRequester)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MucusSubsystem", "HandleSporeEruption");
Params::MucusSubsystem_HandleSporeEruption Parms{};
Parms.CenterLocation = std::move(CenterLocation);
Parms.Radius = Radius;
Parms.InRequester = InRequester;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.MucusSubsystem.IsMucusNearby
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FVector& Location (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float Distance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UMucusSubsystem::IsMucusNearby(const struct FVector& Location, float Distance)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MucusSubsystem", "IsMucusNearby");
Params::MucusSubsystem_IsMucusNearby Parms{};
Parms.Location = std::move(Location);
Parms.Distance = Distance;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.MucusSubsystem.RegisterMucus
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AMucusDecalActor* Mucus (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UMucusSubsystem::RegisterMucus(class AMucusDecalActor* Mucus)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MucusSubsystem", "RegisterMucus");
Params::MucusSubsystem_RegisterMucus Parms{};
Parms.Mucus = Mucus;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.MucusSubsystem.RemoveAllMucus
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool Immediately (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UMucusSubsystem::RemoveAllMucus(bool Immediately)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MucusSubsystem", "RemoveAllMucus");
Params::MucusSubsystem_RemoveAllMucus Parms{};
Parms.Immediately = Immediately;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.MucusSubsystem.RemoveOldestMucus
// (Final, Native, Public, BlueprintCallable)
void UMucusSubsystem::RemoveOldestMucus()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MucusSubsystem", "RemoveOldestMucus");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.MucusSubsystem.RequestTransformAllMucus
// (Final, Native, Public, BlueprintCallable)
void UMucusSubsystem::RequestTransformAllMucus()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MucusSubsystem", "RequestTransformAllMucus");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.MucusSubsystem.UnregisterMucus
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AMucusDecalActor* Mucus (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UMucusSubsystem::UnregisterMucus(class AMucusDecalActor* Mucus)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MucusSubsystem", "UnregisterMucus");
Params::MucusSubsystem_UnregisterMucus Parms{};
Parms.Mucus = Mucus;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAbilitySystemComponent.ChangeEffectDuration
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const struct FActiveGameplayEffectHandle&Handle (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float TimeDiff (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAbilitySystemComponent::ChangeEffectDuration(const struct FActiveGameplayEffectHandle& Handle, float TimeDiff)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAbilitySystemComponent", "ChangeEffectDuration");
Params::NoceAbilitySystemComponent_ChangeEffectDuration Parms{};
Parms.Handle = std::move(Handle);
Parms.TimeDiff = TimeDiff;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAchievementSubsystem.AddAchievementRecordByKey
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENoceMiscAchievementType InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName InKey (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float Threshold (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAchievementSubsystem::AddAchievementRecordByKey(ENoceMiscAchievementType InType, class FName InKey, int32 InValue, float Threshold)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAchievementSubsystem", "AddAchievementRecordByKey");
Params::NoceAchievementSubsystem_AddAchievementRecordByKey Parms{};
Parms.InType = InType;
Parms.InKey = InKey;
Parms.InValue = InValue;
Parms.Threshold = Threshold;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAchievementSubsystem.IsRecordCompleted
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceAchievementSubsystem::IsRecordCompleted(class FName InName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAchievementSubsystem", "IsRecordCompleted");
Params::NoceAchievementSubsystem_IsRecordCompleted Parms{};
Parms.InName = InName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAchievementSubsystem.OnAddConsumableItem
// (Final, Native, Protected)
// Parameters:
// class FName InItemName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 InQuantity (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAchievementSubsystem::OnAddConsumableItem(class FName InItemName, int32 InQuantity)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAchievementSubsystem", "OnAddConsumableItem");
Params::NoceAchievementSubsystem_OnAddConsumableItem Parms{};
Parms.InItemName = InItemName;
Parms.InQuantity = InQuantity;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAchievementSubsystem.OnAddItem
// (Final, Native, Protected)
// Parameters:
// ENoceInventoryType InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName InItemName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAchievementSubsystem::OnAddItem(ENoceInventoryType InType, class FName InItemName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAchievementSubsystem", "OnAddItem");
Params::NoceAchievementSubsystem_OnAddItem Parms{};
Parms.InType = InType;
Parms.InItemName = InItemName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAchievementSubsystem.OnAdditionalTagChanged
// (Final, Native, Protected)
// Parameters:
// const struct FGameplayTag& InTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAchievementSubsystem::OnAdditionalTagChanged(const struct FGameplayTag& InTag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAchievementSubsystem", "OnAdditionalTagChanged");
Params::NoceAchievementSubsystem_OnAdditionalTagChanged Parms{};
Parms.InTag = std::move(InTag);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAchievementSubsystem.OnAddNewWeapon
// (Final, Native, Protected)
// Parameters:
// class FName ID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAchievementSubsystem::OnAddNewWeapon(class FName ID)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAchievementSubsystem", "OnAddNewWeapon");
Params::NoceAchievementSubsystem_OnAddNewWeapon Parms{};
Parms.ID = ID;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAchievementSubsystem.OnAddNotebookID
// (Final, Native, Protected)
// Parameters:
// ENoceNotebookType InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName ID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAchievementSubsystem::OnAddNotebookID(ENoceNotebookType InType, class FName ID)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAchievementSubsystem", "OnAddNotebookID");
Params::NoceAchievementSubsystem_OnAddNotebookID Parms{};
Parms.InType = InType;
Parms.ID = ID;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAchievementSubsystem.OnEnemyDead
// (Final, Native, Protected)
// Parameters:
// class AActor* InEnemyActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAchievementSubsystem::OnEnemyDead(class AActor* InEnemyActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAchievementSubsystem", "OnEnemyDead");
Params::NoceAchievementSubsystem_OnEnemyDead Parms{};
Parms.InEnemyActor = InEnemyActor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAchievementSubsystem.OnEnemyFakeDead
// (Final, Native, Protected)
// Parameters:
// class AActor* InEnemyActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAchievementSubsystem::OnEnemyFakeDead(class AActor* InEnemyActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAchievementSubsystem", "OnEnemyFakeDead");
Params::NoceAchievementSubsystem_OnEnemyFakeDead Parms{};
Parms.InEnemyActor = InEnemyActor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAchievementSubsystem.OnPlayerDie
// (Final, Native, Protected)
void UNoceAchievementSubsystem::OnPlayerDie()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAchievementSubsystem", "OnPlayerDie");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAchievementSubsystem.OnPlayerMaxLevelChanged
// (Final, Native, Protected)
// Parameters:
// ENoceUpgradeType InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAchievementSubsystem::OnPlayerMaxLevelChanged(ENoceUpgradeType InType, int32 InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAchievementSubsystem", "OnPlayerMaxLevelChanged");
Params::NoceAchievementSubsystem_OnPlayerMaxLevelChanged Parms{};
Parms.InType = InType;
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAchievementSubsystem.OnPlayerTakeDamage
// (Final, Native, Protected)
// Parameters:
// class AActor* Attacker (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName ComboName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InHealthDamage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAchievementSubsystem::OnPlayerTakeDamage(class AActor* Attacker, class FName ComboName, float InHealthDamage)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAchievementSubsystem", "OnPlayerTakeDamage");
Params::NoceAchievementSubsystem_OnPlayerTakeDamage Parms{};
Parms.Attacker = Attacker;
Parms.ComboName = ComboName;
Parms.InHealthDamage = InHealthDamage;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAchievementSubsystem.OnProgressChanged
// (Final, Native, Protected)
// Parameters:
// const struct FGameplayTag& InTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAchievementSubsystem::OnProgressChanged(const struct FGameplayTag& InTag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAchievementSubsystem", "OnProgressChanged");
Params::NoceAchievementSubsystem_OnProgressChanged Parms{};
Parms.InTag = std::move(InTag);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAchievementSubsystem.OnProgressInitialized
// (Final, Native, Protected)
// Parameters:
// const struct FGameplayTag& InTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAchievementSubsystem::OnProgressInitialized(const struct FGameplayTag& InTag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAchievementSubsystem", "OnProgressInitialized");
Params::NoceAchievementSubsystem_OnProgressInitialized Parms{};
Parms.InTag = std::move(InTag);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAchievementSubsystem.OnUseConsumableItem
// (Final, Native, Protected)
// Parameters:
// class FName InItemName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAchievementSubsystem::OnUseConsumableItem(class FName InItemName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAchievementSubsystem", "OnUseConsumableItem");
Params::NoceAchievementSubsystem_OnUseConsumableItem Parms{};
Parms.InItemName = InItemName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceActionBase.AbortAction
// (Final, Native, Public, BlueprintCallable)
void UNoceActionBase::AbortAction()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceActionBase", "AbortAction");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceActionBase.CompleteAction
// (Final, Native, Public, BlueprintCallable)
void UNoceActionBase::CompleteAction()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceActionBase", "CompleteAction");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceActionBase.DebugGetActionInfo
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// class FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class FString UNoceActionBase::DebugGetActionInfo()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceActionBase", "DebugGetActionInfo");
Params::NoceActionBase_DebugGetActionInfo Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceActionBase.ExecuteAction
// (Final, Native, Public)
void UNoceActionBase::ExecuteAction()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceActionBase", "ExecuteAction");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceActionBase.GetActionStatus
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENoceActionStatus ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ENoceActionStatus UNoceActionBase::GetActionStatus()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceActionBase", "GetActionStatus");
Params::NoceActionBase_GetActionStatus Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceActionBase.PerformAction
// (Native, Event, Protected, BlueprintEvent)
void UNoceActionBase::PerformAction()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceActionBase", "PerformAction");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceActionBase.PrepareAction
// (Native, Event, Public, BlueprintEvent)
void UNoceActionBase::PrepareAction()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceActionBase", "PrepareAction");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceActionBase.GetParentActor
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AActor* UNoceActionBase::GetParentActor() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceActionBase", "GetParentActor");
Params::NoceActionBase_GetParentActor Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceActionBase.GetPersistentOuter
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UObject* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UObject* UNoceActionBase::GetPersistentOuter() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceActionBase", "GetPersistentOuter");
Params::NoceActionBase_GetPersistentOuter Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceActiveUserWidget.CheckAndShow
// (Final, Native, Public, BlueprintCallable)
void UNoceActiveUserWidget::CheckAndShow()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceActiveUserWidget", "CheckAndShow");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCommonGuideItemWidget.SetData
// (Final, Native, Public, BlueprintCallable)
void UNoceCommonGuideItemWidget::SetData()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCommonGuideItemWidget", "SetData");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCommonGuideItemWidget.UpdateIcons
// (Final, Native, Public)
// Parameters:
// const TArray<class FName>& IconNames (Parm, ZeroConstructor, NativeAccessSpecifierPublic)
void UNoceCommonGuideItemWidget::UpdateIcons(const TArray<class FName>& IconNames)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCommonGuideItemWidget", "UpdateIcons");
Params::NoceCommonGuideItemWidget_UpdateIcons Parms{};
Parms.IconNames = std::move(IconNames);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceActivityInstance.ActivityAvailabilityChanged
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const class FString& ActivityID (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bEnabled (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceActivityInstance::ActivityAvailabilityChanged(const class FString& ActivityID, bool bEnabled)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceActivityInstance", "ActivityAvailabilityChanged");
Params::NoceActivityInstance_ActivityAvailabilityChanged Parms{};
Parms.ActivityID = std::move(ActivityID);
Parms.bEnabled = bEnabled;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceActivityInstance.CanActivateByActivity
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceActivityInstance::CanActivateByActivity()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceActivityInstance", "CanActivateByActivity");
Params::NoceActivityInstance_CanActivateByActivity Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceActivityInstance.CancelAndHideActivity
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const class FString& ActivityID (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceActivityInstance::CancelAndHideActivity(const class FString& ActivityID)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceActivityInstance", "CancelAndHideActivity");
Params::NoceActivityInstance_CancelAndHideActivity Parms{};
Parms.ActivityID = std::move(ActivityID);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceActivityInstance.CheckToStartNewGameActivity
// (Final, Native, Public, BlueprintCallable)
void UNoceActivityInstance::CheckToStartNewGameActivity()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceActivityInstance", "CheckToStartNewGameActivity");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceActivityInstance.CompleteAndHideActivity
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const class FString& ActivityID (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceActivityInstance::CompleteAndHideActivity(const class FString& ActivityID)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceActivityInstance", "CompleteAndHideActivity");
Params::NoceActivityInstance_CompleteAndHideActivity Parms{};
Parms.ActivityID = std::move(ActivityID);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceActivityInstance.ContinueGame_BP
// (Event, Public, BlueprintEvent)
void UNoceActivityInstance::ContinueGame_BP()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceActivityInstance", "ContinueGame_BP");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameNoce.NoceActivityInstance.DoesSystemSlotExist
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceActivityInstance::DoesSystemSlotExist()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceActivityInstance", "DoesSystemSlotExist");
Params::NoceActivityInstance_DoesSystemSlotExist Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceActivityInstance.EndActivity
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const class FString& ActivityID (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 Outcome (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceActivityInstance::EndActivity(const class FString& ActivityID, int32 Outcome)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceActivityInstance", "EndActivity");
Params::NoceActivityInstance_EndActivity Parms{};
Parms.ActivityID = std::move(ActivityID);
Parms.Outcome = Outcome;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceActivityInstance.GetNoceGameInstance
// (Final, Native, Protected, BlueprintCallable, BlueprintPure)
// Parameters:
// class UNoceGameInstance* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UNoceGameInstance* UNoceActivityInstance::GetNoceGameInstance()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceActivityInstance", "GetNoceGameInstance");
Params::NoceActivityInstance_GetNoceGameInstance Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceActivityInstance.GetNocePlayerController
// (Final, Native, Protected, BlueprintCallable, BlueprintPure)
// Parameters:
// class ANocePlayerController* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class ANocePlayerController* UNoceActivityInstance::GetNocePlayerController()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceActivityInstance", "GetNocePlayerController");
Params::NoceActivityInstance_GetNocePlayerController Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceActivityInstance.GetNoceUISubsystem
// (Final, Native, Protected, BlueprintCallable, BlueprintPure)
// Parameters:
// class UNoceUISubsystem* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UNoceUISubsystem* UNoceActivityInstance::GetNoceUISubsystem()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceActivityInstance", "GetNoceUISubsystem");
Params::NoceActivityInstance_GetNoceUISubsystem Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceActivityInstance.HandleActivatedByActivityCompleted
// (Final, Native, Public, BlueprintCallable)
void UNoceActivityInstance::HandleActivatedByActivityCompleted()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceActivityInstance", "HandleActivatedByActivityCompleted");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceActivityInstance.HandleGameActivityActivationRequest
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const class FString& ActivityID (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceActivityInstance::HandleGameActivityActivationRequest(const class FString& ActivityID)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceActivityInstance", "HandleGameActivityActivationRequest");
Params::NoceActivityInstance_HandleGameActivityActivationRequest Parms{};
Parms.ActivityID = std::move(ActivityID);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceActivityInstance.HasAnySaveGame
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// bool* IsGameClearSaveGame (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceActivityInstance::HasAnySaveGame(bool* IsGameClearSaveGame)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceActivityInstance", "HasAnySaveGame");
Params::NoceActivityInstance_HasAnySaveGame Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (IsGameClearSaveGame != nullptr)
*IsGameClearSaveGame = Parms.IsGameClearSaveGame;
return Parms.ReturnValue;
}
// Function GameNoce.NoceActivityInstance.HasToHandleActivateByActivity
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceActivityInstance::HasToHandleActivateByActivity()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceActivityInstance", "HasToHandleActivateByActivity");
Params::NoceActivityInstance_HasToHandleActivateByActivity Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceActivityInstance.HideAllActivities
// (Final, Native, Public, BlueprintCallable)
void UNoceActivityInstance::HideAllActivities()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceActivityInstance", "HideAllActivities");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceActivityInstance.IsLoadingGameClearSaveData
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceActivityInstance::IsLoadingGameClearSaveData()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceActivityInstance", "IsLoadingGameClearSaveData");
Params::NoceActivityInstance_IsLoadingGameClearSaveData Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceActivityInstance.IsLoadingLatestSaveData
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceActivityInstance::IsLoadingLatestSaveData()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceActivityInstance", "IsLoadingLatestSaveData");
Params::NoceActivityInstance_IsLoadingLatestSaveData Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceActivityInstance.NewGame_BP
// (Event, Public, BlueprintEvent)
void UNoceActivityInstance::NewGame_BP()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceActivityInstance", "NewGame_BP");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameNoce.NoceActivityInstance.NewGameWithClearGame_BP
// (Event, Public, BlueprintEvent)
void UNoceActivityInstance::NewGameWithClearGame_BP()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceActivityInstance", "NewGameWithClearGame_BP");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameNoce.NoceActivityInstance.ResetAllActiveActivities
// (Final, Native, Public, BlueprintCallable)
void UNoceActivityInstance::ResetAllActiveActivities()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceActivityInstance", "ResetAllActiveActivities");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceActivityInstance.ResetCurrentActivity
// (Final, Native, Public, BlueprintCallable)
void UNoceActivityInstance::ResetCurrentActivity()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceActivityInstance", "ResetCurrentActivity");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceActivityInstance.ResumeActivity
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const class FString& ActivityID (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const TArray<class FString>& InProgressTasks (Parm, ZeroConstructor, NativeAccessSpecifierPublic)
// const TArray<class FString>& CompletedTasks (Parm, ZeroConstructor, NativeAccessSpecifierPublic)
void UNoceActivityInstance::ResumeActivity(const class FString& ActivityID, const TArray<class FString>& InProgressTasks, const TArray<class FString>& CompletedTasks)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceActivityInstance", "ResumeActivity");
Params::NoceActivityInstance_ResumeActivity Parms{};
Parms.ActivityID = std::move(ActivityID);
Parms.InProgressTasks = std::move(InProgressTasks);
Parms.CompletedTasks = std::move(CompletedTasks);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceActivityInstance.ResumeAndShowActivity
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const class FString& ActivityID (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const TArray<class FString>& InProgressTasks (Parm, ZeroConstructor, NativeAccessSpecifierPublic)
// const TArray<class FString>& CompletedTasks (Parm, ZeroConstructor, NativeAccessSpecifierPublic)
void UNoceActivityInstance::ResumeAndShowActivity(const class FString& ActivityID, const TArray<class FString>& InProgressTasks, const TArray<class FString>& CompletedTasks)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceActivityInstance", "ResumeAndShowActivity");
Params::NoceActivityInstance_ResumeAndShowActivity Parms{};
Parms.ActivityID = std::move(ActivityID);
Parms.InProgressTasks = std::move(InProgressTasks);
Parms.CompletedTasks = std::move(CompletedTasks);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceActivityInstance.StartActivity
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const class FString& ActivityID (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceActivityInstance::StartActivity(const class FString& ActivityID)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceActivityInstance", "StartActivity");
Params::NoceActivityInstance_StartActivity Parms{};
Parms.ActivityID = std::move(ActivityID);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceActivityInstance.StartAndShowActivity
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const class FString& ActivityID (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceActivityInstance::StartAndShowActivity(const class FString& ActivityID)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceActivityInstance", "StartAndShowActivity");
Params::NoceActivityInstance_StartAndShowActivity Parms{};
Parms.ActivityID = std::move(ActivityID);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceActivityInstance.StartNewGame02Activity
// (Final, Native, Public, BlueprintCallable)
void UNoceActivityInstance::StartNewGame02Activity()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceActivityInstance", "StartNewGame02Activity");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceActivityInstance.TrimActivityLog
// (Final, Native, Public, BlueprintCallable)
void UNoceActivityInstance::TrimActivityLog()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceActivityInstance", "TrimActivityLog");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceActivityInstance.IsActivityObjectID
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const class FString& ActivityID (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceActivityInstance::IsActivityObjectID(const class FString& ActivityID) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceActivityInstance", "IsActivityObjectID");
Params::NoceActivityInstance_IsActivityObjectID Parms{};
Parms.ActivityID = std::move(ActivityID);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceActivitySubsystem.OnProgressChanged
// (Final, Native, Protected)
// Parameters:
// const struct FGameplayTag& InTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceActivitySubsystem::OnProgressChanged(const struct FGameplayTag& InTag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceActivitySubsystem", "OnProgressChanged");
Params::NoceActivitySubsystem_OnProgressChanged Parms{};
Parms.InTag = std::move(InTag);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceActivitySubsystem.OnProgressInitialized
// (Final, Native, Protected)
// Parameters:
// const struct FGameplayTag& InTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceActivitySubsystem::OnProgressInitialized(const struct FGameplayTag& InTag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceActivitySubsystem", "OnProgressInitialized");
Params::NoceActivitySubsystem_OnProgressInitialized Parms{};
Parms.InTag = std::move(InTag);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceActivitySubsystem.UpdateActivitiesByCurrentProgress
// (Final, Native, Public, BlueprintCallable)
void UNoceActivitySubsystem::UpdateActivitiesByCurrentProgress()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceActivitySubsystem", "UpdateActivitiesByCurrentProgress");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceConditionBase.BP_DoCheckCondition
// (Event, Public, BlueprintEvent)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceConditionBase::BP_DoCheckCondition()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceConditionBase", "BP_DoCheckCondition");
Params::NoceConditionBase_BP_DoCheckCondition Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function GameNoce.NoceConditionBase.CheckCondition
// (Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceConditionBase::CheckCondition()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceConditionBase", "CheckCondition");
Params::NoceConditionBase_CheckCondition Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceConditionBase.DebugGetConditionInfo
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// class FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class FString UNoceConditionBase::DebugGetConditionInfo()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceConditionBase", "DebugGetConditionInfo");
Params::NoceConditionBase_DebugGetConditionInfo Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceConditionBase.GetParentActor
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AActor* UNoceConditionBase::GetParentActor() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceConditionBase", "GetParentActor");
Params::NoceConditionBase_GetParentActor Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceConditionBase.GetPersistentOuter
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UObject* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UObject* UNoceConditionBase::GetPersistentOuter() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceConditionBase", "GetPersistentOuter");
Params::NoceConditionBase_GetPersistentOuter Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceActor.BP_OnRecordLoaded
// (Event, Public, BlueprintEvent)
void ANoceActor::BP_OnRecordLoaded()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceActor", "BP_OnRecordLoaded");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameNoce.NoceActor.HasRecorded
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceActor::HasRecorded()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceActor", "HasRecorded");
Params::NoceActor_HasRecorded Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceActorReferenceDepotSubsystem.AddPreloadSequence
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class ULevelSequence* InSequence (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceActorReferenceDepotSubsystem::AddPreloadSequence(class ULevelSequence* InSequence)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceActorReferenceDepotSubsystem", "AddPreloadSequence");
Params::NoceActorReferenceDepotSubsystem_AddPreloadSequence Parms{};
Parms.InSequence = InSequence;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceActorReferenceDepotSubsystem.GetActorFromPath
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const class FString& InPath (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AActor* UNoceActorReferenceDepotSubsystem::GetActorFromPath(const class FString& InPath)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceActorReferenceDepotSubsystem", "GetActorFromPath");
Params::NoceActorReferenceDepotSubsystem_GetActorFromPath Parms{};
Parms.InPath = std::move(InPath);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceActorReferenceDepotSubsystem.GetActorFromTag
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const class FName& InTag (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AActor* UNoceActorReferenceDepotSubsystem::GetActorFromTag(const class FName& InTag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceActorReferenceDepotSubsystem", "GetActorFromTag");
Params::NoceActorReferenceDepotSubsystem_GetActorFromTag Parms{};
Parms.InTag = InTag;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceActorReferenceDepotSubsystem.GetActorsFromTag
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const class FName& InTag (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class AActor*>* OutData (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceActorReferenceDepotSubsystem::GetActorsFromTag(const class FName& InTag, TArray<class AActor*>* OutData)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceActorReferenceDepotSubsystem", "GetActorsFromTag");
Params::NoceActorReferenceDepotSubsystem_GetActorsFromTag Parms{};
Parms.InTag = InTag;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutData != nullptr)
*OutData = std::move(Parms.OutData);
return Parms.ReturnValue;
}
// Function GameNoce.NoceActorReferenceDepotSubsystem.LocateBoundObjects
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class ULevelSequence* Sequence (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class ALevelSequenceActor* SequenceActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TMap<TSubclassOf<class AActor>, struct FNoceActorRefDepotData>ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
TMap<TSubclassOf<class AActor>, struct FNoceActorRefDepotData> UNoceActorReferenceDepotSubsystem::LocateBoundObjects(class ULevelSequence* Sequence, class ALevelSequenceActor* SequenceActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceActorReferenceDepotSubsystem", "LocateBoundObjects");
Params::NoceActorReferenceDepotSubsystem_LocateBoundObjects Parms{};
Parms.Sequence = Sequence;
Parms.SequenceActor = SequenceActor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceActorReferenceDepotSubsystem.OnEnterCinematic
// (Final, Native, Protected)
void UNoceActorReferenceDepotSubsystem::OnEnterCinematic()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceActorReferenceDepotSubsystem", "OnEnterCinematic");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceActorReferenceDepotSubsystem.OnExitCinematic
// (Final, Native, Protected)
void UNoceActorReferenceDepotSubsystem::OnExitCinematic()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceActorReferenceDepotSubsystem", "OnExitCinematic");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceActorReferenceDepotSubsystem.ProcessSeqEvents
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const class FName& InTagGroup (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceActorReferenceDepotSubsystem::ProcessSeqEvents(const class FName& InTagGroup)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceActorReferenceDepotSubsystem", "ProcessSeqEvents");
Params::NoceActorReferenceDepotSubsystem_ProcessSeqEvents Parms{};
Parms.InTagGroup = InTagGroup;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceActorReferenceDepotSubsystem.RegisterActorReference
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor* InActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceActorReferenceDepotSubsystem::RegisterActorReference(class AActor* InActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceActorReferenceDepotSubsystem", "RegisterActorReference");
Params::NoceActorReferenceDepotSubsystem_RegisterActorReference Parms{};
Parms.InActor = InActor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceActorReferenceDepotSubsystem.RemovePreloadSeqDataFromCurrentSeqData
// (Final, Native, Public, BlueprintCallable)
void UNoceActorReferenceDepotSubsystem::RemovePreloadSeqDataFromCurrentSeqData()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceActorReferenceDepotSubsystem", "RemovePreloadSeqDataFromCurrentSeqData");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceActorReferenceDepotSubsystem.RemovePreloadSequence
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class ULevelSequence* InSequence (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceActorReferenceDepotSubsystem::RemovePreloadSequence(class ULevelSequence* InSequence)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceActorReferenceDepotSubsystem", "RemovePreloadSequence");
Params::NoceActorReferenceDepotSubsystem_RemovePreloadSequence Parms{};
Parms.InSequence = InSequence;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceActorReferenceDepotSubsystem.ResetCurrentSeqData
// (Final, Native, Public, BlueprintCallable)
void UNoceActorReferenceDepotSubsystem::ResetCurrentSeqData()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceActorReferenceDepotSubsystem", "ResetCurrentSeqData");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceActorReferenceDepotSubsystem.ResetPreloadAssets
// (Final, Native, Protected)
void UNoceActorReferenceDepotSubsystem::ResetPreloadAssets()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceActorReferenceDepotSubsystem", "ResetPreloadAssets");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceActorReferenceDepotSubsystem.RollbackSeqEvents
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const class FName& InTagGroup (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceActorReferenceDepotSubsystem::RollbackSeqEvents(const class FName& InTagGroup)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceActorReferenceDepotSubsystem", "RollbackSeqEvents");
Params::NoceActorReferenceDepotSubsystem_RollbackSeqEvents Parms{};
Parms.InTagGroup = InTagGroup;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceActorReferenceDepotSubsystem.UnregisterActorReference
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor* InActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceActorReferenceDepotSubsystem::UnregisterActorReference(class AActor* InActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceActorReferenceDepotSubsystem", "UnregisterActorReference");
Params::NoceActorReferenceDepotSubsystem_UnregisterActorReference Parms{};
Parms.InActor = InActor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceActorReferenceDepotSubsystem.UpdateCurrentSeqData
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const class UDataTable* DataTable (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FName& RowName (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceActorReferenceDepotSubsystem::UpdateCurrentSeqData(const class UDataTable* DataTable, const class FName& RowName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceActorReferenceDepotSubsystem", "UpdateCurrentSeqData");
Params::NoceActorReferenceDepotSubsystem_UpdateCurrentSeqData Parms{};
Parms.DataTable = DataTable;
Parms.RowName = RowName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceActorReferenceDepotSubsystem.WaitForCurrentSeqDataStreamingTextures
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceActorReferenceDepotSubsystem::WaitForCurrentSeqDataStreamingTextures()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceActorReferenceDepotSubsystem", "WaitForCurrentSeqDataStreamingTextures");
Params::NoceActorReferenceDepotSubsystem_WaitForCurrentSeqDataStreamingTextures Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceActorReferenceDepotSubsystem.GetCurrentCineChars
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const TArray<class ANoceCharacter*> ReturnValue (ConstParm, Parm, OutParm, ZeroConstructor, ReturnParm, ReferenceParm, NativeAccessSpecifierPublic)
const TArray<class ANoceCharacter*> UNoceActorReferenceDepotSubsystem::GetCurrentCineChars() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceActorReferenceDepotSubsystem", "GetCurrentCineChars");
Params::NoceActorReferenceDepotSubsystem_GetCurrentCineChars Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceActorReferenceDepotSubsystem.GetCurrentSeqData
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const struct FNoceSeqData ReturnValue (ConstParm, Parm, OutParm, ReturnParm, ReferenceParm, NativeAccessSpecifierPublic)
const struct FNoceSeqData UNoceActorReferenceDepotSubsystem::GetCurrentSeqData() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceActorReferenceDepotSubsystem", "GetCurrentSeqData");
Params::NoceActorReferenceDepotSubsystem_GetCurrentSeqData Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceActorReferenceDepotSubsystem.GetDefaultEventTag
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const class FName ReturnValue (ConstParm, Parm, OutParm, ZeroConstructor, ReturnParm, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
const class FName UNoceActorReferenceDepotSubsystem::GetDefaultEventTag() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceActorReferenceDepotSubsystem", "GetDefaultEventTag");
Params::NoceActorReferenceDepotSubsystem_GetDefaultEventTag Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceActorReferenceDepotSubsystem.IsSetCurrentSeqData
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceActorReferenceDepotSubsystem::IsSetCurrentSeqData() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceActorReferenceDepotSubsystem", "IsSetCurrentSeqData");
Params::NoceActorReferenceDepotSubsystem_IsSetCurrentSeqData Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceCommonUINavigateData.GetNavigateTargets
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 FromIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ENoceUIInputAction InDir (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<int32> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<int32> UNoceCommonUINavigateData::GetNavigateTargets(int32 FromIndex, ENoceUIInputAction InDir)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCommonUINavigateData", "GetNavigateTargets");
Params::NoceCommonUINavigateData_GetNavigateTargets Parms{};
Parms.FromIndex = FromIndex;
Parms.InDir = InDir;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAIAlertController.GetFirstSetupTargetTransform
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FTransform ReturnValue (Parm, OutParm, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
struct FTransform UNoceAIAlertController::GetFirstSetupTargetTransform()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAIAlertController", "GetFirstSetupTargetTransform");
Params::NoceAIAlertController_GetFirstSetupTargetTransform Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAIAlertController.GetLockAlertness
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceAIAlertController::GetLockAlertness()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAIAlertController", "GetLockAlertness");
Params::NoceAIAlertController_GetLockAlertness Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAIAlertController.IsLockTimerActive
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceAIAlertController::IsLockTimerActive()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAIAlertController", "IsLockTimerActive");
Params::NoceAIAlertController_IsLockTimerActive Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAIAlertController.ResetAlertChangingType
// (Final, Native, Public, BlueprintCallable)
void UNoceAIAlertController::ResetAlertChangingType()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAIAlertController", "ResetAlertChangingType");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAIAlertController.SetCurrentAlertness
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool IgnoreLock (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAIAlertController::SetCurrentAlertness(float Value, bool IgnoreLock)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAIAlertController", "SetCurrentAlertness");
Params::NoceAIAlertController_SetCurrentAlertness Parms{};
Parms.Value = Value;
Parms.IgnoreLock = IgnoreLock;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAIAlertController.SetFirstSetupTargetTransform
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// const struct FTransform& InTransform (Parm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAIAlertController::SetFirstSetupTargetTransform(const struct FTransform& InTransform)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAIAlertController", "SetFirstSetupTargetTransform");
Params::NoceAIAlertController_SetFirstSetupTargetTransform Parms{};
Parms.InTransform = std::move(InTransform);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAIAlertController.SetLockAlertness
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool IsLock (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAIAlertController::SetLockAlertness(bool IsLock)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAIAlertController", "SetLockAlertness");
Params::NoceAIAlertController_SetLockAlertness Parms{};
Parms.IsLock = IsLock;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAIAlertController.SetLockAlertnessDelay
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool IsLock (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float Delay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAIAlertController::SetLockAlertnessDelay(bool IsLock, float Delay)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAIAlertController", "SetLockAlertnessDelay");
Params::NoceAIAlertController_SetLockAlertnessDelay Parms{};
Parms.IsLock = IsLock;
Parms.Delay = Delay;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAIAlertController.UpdateAlertChangingType
// (Final, Native, Public, BlueprintCallable)
void UNoceAIAlertController::UpdateAlertChangingType()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAIAlertController", "UpdateAlertChangingType");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAIController.ApplyDead
// (Final, Native, Public, BlueprintCallable)
void ANoceAIController::ApplyDead()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAIController", "ApplyDead");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAIController.ClearHatestTarget
// (Final, Native, Public, BlueprintCallable)
void ANoceAIController::ClearHatestTarget()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAIController", "ClearHatestTarget");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAIController.GetAlertChangingType
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENoceAIAlertChangingType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ENoceAIAlertChangingType ANoceAIController::GetAlertChangingType()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAIController", "GetAlertChangingType");
Params::NoceAIController_GetAlertChangingType Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAIController.GetAlertController
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UNoceAIAlertController* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UNoceAIAlertController* ANoceAIController::GetAlertController()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAIController", "GetAlertController");
Params::NoceAIController_GetAlertController Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAIController.GetAlertness
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ANoceAIController::GetAlertness()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAIController", "GetAlertness");
Params::NoceAIController_GetAlertness Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAIController.GetAlertnessFirstUpdateTransform
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FTransform ReturnValue (Parm, OutParm, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
struct FTransform ANoceAIController::GetAlertnessFirstUpdateTransform()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAIController", "GetAlertnessFirstUpdateTransform");
Params::NoceAIController_GetAlertnessFirstUpdateTransform Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAIController.GetAlertType
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENoceAIAlertType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ENoceAIAlertType ANoceAIController::GetAlertType()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAIController", "GetAlertType");
Params::NoceAIController_GetAlertType Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAIController.GetEnableThink
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceAIController::GetEnableThink()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAIController", "GetEnableThink");
Params::NoceAIController_GetEnableThink Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAIController.GetEnableThinkLocal
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceAIController::GetEnableThinkLocal()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAIController", "GetEnableThinkLocal");
Params::NoceAIController_GetEnableThinkLocal Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAIController.GetHatestTarget
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AActor* ANoceAIController::GetHatestTarget()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAIController", "GetHatestTarget");
Params::NoceAIController_GetHatestTarget Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAIController.GetLockAlertness
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceAIController::GetLockAlertness()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAIController", "GetLockAlertness");
Params::NoceAIController_GetLockAlertness Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAIController.GetPathFollowingCurrentTargetLocation
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
struct FVector ANoceAIController::GetPathFollowingCurrentTargetLocation()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAIController", "GetPathFollowingCurrentTargetLocation");
Params::NoceAIController_GetPathFollowingCurrentTargetLocation Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAIController.GetPathFollowingStatus
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// EPathFollowingStatus ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
EPathFollowingStatus ANoceAIController::GetPathFollowingStatus()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAIController", "GetPathFollowingStatus");
Params::NoceAIController_GetPathFollowingStatus Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAIController.GetPrevAlertType
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENoceAIAlertType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ENoceAIAlertType ANoceAIController::GetPrevAlertType()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAIController", "GetPrevAlertType");
Params::NoceAIController_GetPrevAlertType Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAIController.IsLockAlertTimerActive
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceAIController::IsLockAlertTimerActive()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAIController", "IsLockAlertTimerActive");
Params::NoceAIController_IsLockAlertTimerActive Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAIController.OnPerceptionUpdated
// (Native, Protected, HasOutParams)
// Parameters:
// const TArray<class AActor*>& UpdatedActors (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
void ANoceAIController::OnPerceptionUpdated(const TArray<class AActor*>& UpdatedActors)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAIController", "OnPerceptionUpdated");
Params::NoceAIController_OnPerceptionUpdated Parms{};
Parms.UpdatedActors = std::move(UpdatedActors);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAIController.OnTargetPerceptionUpdated
// (Native, Protected)
// Parameters:
// class AActor* Actor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FAIStimulus& Stimulus (Parm, NoDestructor, NativeAccessSpecifierPublic)
void ANoceAIController::OnTargetPerceptionUpdated(class AActor* Actor, const struct FAIStimulus& Stimulus)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAIController", "OnTargetPerceptionUpdated");
Params::NoceAIController_OnTargetPerceptionUpdated Parms{};
Parms.Actor = Actor;
Parms.Stimulus = std::move(Stimulus);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAIController.OverrideMovementStopDistance
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceAIController::OverrideMovementStopDistance(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAIController", "OverrideMovementStopDistance");
Params::NoceAIController_OverrideMovementStopDistance Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAIController.ResetMovementStopDistance
// (Final, Native, Public, BlueprintCallable)
void ANoceAIController::ResetMovementStopDistance()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAIController", "ResetMovementStopDistance");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAIController.ResumeBehaviorTree
// (Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceAIController::ResumeBehaviorTree()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAIController", "ResumeBehaviorTree");
Params::NoceAIController_ResumeBehaviorTree Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAIController.SetAlertness
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool IgnoreLock (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceAIController::SetAlertness(float Value, bool IgnoreLock)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAIController", "SetAlertness");
Params::NoceAIController_SetAlertness Parms{};
Parms.Value = Value;
Parms.IgnoreLock = IgnoreLock;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAIController.SetAlertnessFirstUpdateTransform
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// const struct FTransform& InTransform (Parm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceAIController::SetAlertnessFirstUpdateTransform(const struct FTransform& InTransform)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAIController", "SetAlertnessFirstUpdateTransform");
Params::NoceAIController_SetAlertnessFirstUpdateTransform Parms{};
Parms.InTransform = std::move(InTransform);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAIController.SetEnableThink
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool B (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceAIController::SetEnableThink(bool B)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAIController", "SetEnableThink");
Params::NoceAIController_SetEnableThink Parms{};
Parms.B = B;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAIController.SetLockAlertness
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool IsLock (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceAIController::SetLockAlertness(bool IsLock)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAIController", "SetLockAlertness");
Params::NoceAIController_SetLockAlertness Parms{};
Parms.IsLock = IsLock;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAIController.StartBehaviorTree
// (Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceAIController::StartBehaviorTree()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAIController", "StartBehaviorTree");
Params::NoceAIController_StartBehaviorTree Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAIController.StopBehaviorTree
// (Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceAIController::StopBehaviorTree()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAIController", "StopBehaviorTree");
Params::NoceAIController_StopBehaviorTree Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAIController.UpdateAIMovement
// (Final, Native, Private, BlueprintCallable)
void ANoceAIController::UpdateAIMovement()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAIController", "UpdateAIMovement");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAIController.UpdateNaviMidPoint
// (Final, Native, Private, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceAIController::UpdateNaviMidPoint()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAIController", "UpdateNaviMidPoint");
Params::NoceAIController_UpdateNaviMidPoint Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAIController.UpdateNaviPathToMoveTarget
// (Final, Native, Private, HasDefaults, BlueprintCallable)
// Parameters:
// const struct FVector& InTarget (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bForceUpdate (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceAIController::UpdateNaviPathToMoveTarget(const struct FVector& InTarget, bool bForceUpdate)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAIController", "UpdateNaviPathToMoveTarget");
Params::NoceAIController_UpdateNaviPathToMoveTarget Parms{};
Parms.InTarget = std::move(InTarget);
Parms.bForceUpdate = bForceUpdate;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAIController.GetAISightPerceptionViewPoint
// (Native, Event, Public, HasOutParams, HasDefaults, BlueprintEvent, Const)
// Parameters:
// struct FVector* out_Location (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FRotator* out_Rotation (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void ANoceAIController::GetAISightPerceptionViewPoint(struct FVector* out_Location, struct FRotator* out_Rotation) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAIController", "GetAISightPerceptionViewPoint");
Params::NoceAIController_GetAISightPerceptionViewPoint Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (out_Location != nullptr)
*out_Location = std::move(Parms.out_Location);
if (out_Rotation != nullptr)
*out_Rotation = std::move(Parms.out_Rotation);
}
// Function GameNoce.NoceCollectibleListWidget.SetAllData
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const TArray<class UCollectibleListObject*>&Items (Parm, ZeroConstructor, NativeAccessSpecifierPublic)
void UNoceCollectibleListWidget::SetAllData(const TArray<class UCollectibleListObject*>& Items)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCollectibleListWidget", "SetAllData");
Params::NoceCollectibleListWidget_SetAllData Parms{};
Parms.Items = std::move(Items);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCollectibleListWidget.SetKeyItemData
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const TArray<class FName>& Items (Parm, ZeroConstructor, NativeAccessSpecifierPublic)
void UNoceCollectibleListWidget::SetKeyItemData(const TArray<class FName>& Items)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCollectibleListWidget", "SetKeyItemData");
Params::NoceCollectibleListWidget_SetKeyItemData Parms{};
Parms.Items = std::move(Items);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCollectibleListWidget.SetLetterGroupData
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const TArray<class FName>& LetterGroups (Parm, ZeroConstructor, NativeAccessSpecifierPublic)
// const TArray<class FName>& NewLetterGroups (Parm, ZeroConstructor, NativeAccessSpecifierPublic)
// class FName LastGroup (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCollectibleListWidget::SetLetterGroupData(const TArray<class FName>& LetterGroups, const TArray<class FName>& NewLetterGroups, class FName LastGroup)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCollectibleListWidget", "SetLetterGroupData");
Params::NoceCollectibleListWidget_SetLetterGroupData Parms{};
Parms.LetterGroups = std::move(LetterGroups);
Parms.NewLetterGroups = std::move(NewLetterGroups);
Parms.LastGroup = LastGroup;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAIFunctionLibrary.SetAIAlertBySetting
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class ANoceAIController* AIController (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FAISpawnerAlertOverride& Setting (Parm, NoDestructor, NativeAccessSpecifierPublic)
void UNoceAIFunctionLibrary::SetAIAlertBySetting(class ANoceAIController* AIController, const struct FAISpawnerAlertOverride& Setting)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceAIFunctionLibrary", "SetAIAlertBySetting");
Params::NoceAIFunctionLibrary_SetAIAlertBySetting Parms{};
Parms.AIController = AIController;
Parms.Setting = std::move(Setting);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAIFunctionLibrary.SetNoceHearingRange
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class AAIController* Controller (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float HearingRange (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float* OldHearingRange (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceAIFunctionLibrary::SetNoceHearingRange(class AAIController* Controller, float HearingRange, float* OldHearingRange)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceAIFunctionLibrary", "SetNoceHearingRange");
Params::NoceAIFunctionLibrary_SetNoceHearingRange Parms{};
Parms.Controller = Controller;
Parms.HearingRange = HearingRange;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OldHearingRange != nullptr)
*OldHearingRange = Parms.OldHearingRange;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAIFunctionLibrary.SetSightRadius
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class AAIController* Controller (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float SightRadius (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float* OldSightRadius (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceAIFunctionLibrary::SetSightRadius(class AAIController* Controller, float SightRadius, float* OldSightRadius)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceAIFunctionLibrary", "SetSightRadius");
Params::NoceAIFunctionLibrary_SetSightRadius Parms{};
Parms.Controller = Controller;
Parms.SightRadius = SightRadius;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OldSightRadius != nullptr)
*OldSightRadius = Parms.OldSightRadius;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAISense_Hearing.ReportNoceNoiseEvent
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& NoiseLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float Loudness (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* Instigator (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float MaxRange (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName Tag (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool UseLineTrace (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ECollisionChannel TraceChannel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAISense_Hearing::ReportNoceNoiseEvent(class UObject* WorldContextObject, const struct FVector& NoiseLocation, float Loudness, class AActor* Instigator, float MaxRange, class FName Tag, bool UseLineTrace, ECollisionChannel TraceChannel)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceAISense_Hearing", "ReportNoceNoiseEvent");
Params::NoceAISense_Hearing_ReportNoceNoiseEvent Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.NoiseLocation = std::move(NoiseLocation);
Parms.Loudness = Loudness;
Parms.Instigator = Instigator;
Parms.MaxRange = MaxRange;
Parms.Tag = Tag;
Parms.UseLineTrace = UseLineTrace;
Parms.TraceChannel = TraceChannel;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAISpawner.CanBeAllowedToSpawn
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceAISpawner::CanBeAllowedToSpawn()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISpawner", "CanBeAllowedToSpawn");
Params::NoceAISpawner_CanBeAllowedToSpawn Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAISpawner.CanDisplayDebugInfo
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceAISpawner::CanDisplayDebugInfo()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISpawner", "CanDisplayDebugInfo");
Params::NoceAISpawner_CanDisplayDebugInfo Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAISpawner.CanSpawnAtThisDifficultyLevel
// (Event, Public, BlueprintEvent)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceAISpawner::CanSpawnAtThisDifficultyLevel()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISpawner", "CanSpawnAtThisDifficultyLevel");
Params::NoceAISpawner_CanSpawnAtThisDifficultyLevel Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function GameNoce.NoceAISpawner.GetSignificanceLocation
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
struct FVector ANoceAISpawner::GetSignificanceLocation()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISpawner", "GetSignificanceLocation");
Params::NoceAISpawner_GetSignificanceLocation Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAISpawner.GetSpawnTargetClass
// (Event, Public, BlueprintEvent)
// Parameters:
// TSubclassOf<class AActor> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
TSubclassOf<class AActor> ANoceAISpawner::GetSpawnTargetClass()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISpawner", "GetSpawnTargetClass");
Params::NoceAISpawner_GetSpawnTargetClass Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function GameNoce.NoceAISpawner.GetSpawnTransform
// (Event, Public, HasDefaults, BlueprintEvent)
// Parameters:
// struct FTransform ReturnValue (Parm, OutParm, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
struct FTransform ANoceAISpawner::GetSpawnTransform()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISpawner", "GetSpawnTransform");
Params::NoceAISpawner_GetSpawnTransform Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function GameNoce.NoceAISpawner.HandleAlertOverride
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const struct FAISpawnerAlertOverride& AlertData (Parm, NoDestructor, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceAISpawner::HandleAlertOverride(const struct FAISpawnerAlertOverride& AlertData)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISpawner", "HandleAlertOverride");
Params::NoceAISpawner_HandleAlertOverride Parms{};
Parms.AlertData = std::move(AlertData);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAISpawner.HandleAttemptRespawn
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceAISpawner::HandleAttemptRespawn()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISpawner", "HandleAttemptRespawn");
Params::NoceAISpawner_HandleAttemptRespawn Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAISpawner.HandleDeleteEvent
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceAISpawner::HandleDeleteEvent()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISpawner", "HandleDeleteEvent");
Params::NoceAISpawner_HandleDeleteEvent Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAISpawner.HandleDeleteSpecifyActorEvent
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor* SpecifiedActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceAISpawner::HandleDeleteSpecifyActorEvent(class AActor* SpecifiedActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISpawner", "HandleDeleteSpecifyActorEvent");
Params::NoceAISpawner_HandleDeleteSpecifyActorEvent Parms{};
Parms.SpecifiedActor = SpecifiedActor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAISpawner.HandleEnableThinkEvent
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceAISpawner::HandleEnableThinkEvent(bool InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISpawner", "HandleEnableThinkEvent");
Params::NoceAISpawner_HandleEnableThinkEvent Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAISpawner.HandleKillEvent
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceAISpawner::HandleKillEvent()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISpawner", "HandleKillEvent");
Params::NoceAISpawner_HandleKillEvent Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAISpawner.HandleSmartSpawnFlow
// (Final, Native, Public, BlueprintCallable)
void ANoceAISpawner::HandleSmartSpawnFlow()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISpawner", "HandleSmartSpawnFlow");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAISpawner.HandleSpawnEventOnce
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceAISpawner::HandleSpawnEventOnce()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISpawner", "HandleSpawnEventOnce");
Params::NoceAISpawner_HandleSpawnEventOnce Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAISpawner.HandleTemporaryRemoved
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceAISpawner::HandleTemporaryRemoved()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISpawner", "HandleTemporaryRemoved");
Params::NoceAISpawner_HandleTemporaryRemoved Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAISpawner.HasSpawnedActor
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceAISpawner::HasSpawnedActor()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISpawner", "HasSpawnedActor");
Params::NoceAISpawner_HasSpawnedActor Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAISpawner.IsActorDeadOnRecord
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceAISpawner::IsActorDeadOnRecord()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISpawner", "IsActorDeadOnRecord");
Params::NoceAISpawner_IsActorDeadOnRecord Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAISpawner.IsIgnoreSaveLoad
// (Event, Public, BlueprintEvent)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceAISpawner::IsIgnoreSaveLoad()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISpawner", "IsIgnoreSaveLoad");
Params::NoceAISpawner_IsIgnoreSaveLoad Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function GameNoce.NoceAISpawner.IsInstantSpawnType
// (Event, Public, BlueprintEvent)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceAISpawner::IsInstantSpawnType()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISpawner", "IsInstantSpawnType");
Params::NoceAISpawner_IsInstantSpawnType Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function GameNoce.NoceAISpawner.IsSignificanceActivate
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceAISpawner::IsSignificanceActivate()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISpawner", "IsSignificanceActivate");
Params::NoceAISpawner_IsSignificanceActivate Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAISpawner.IsSpawnedOrSpawning
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceAISpawner::IsSpawnedOrSpawning()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISpawner", "IsSpawnedOrSpawning");
Params::NoceAISpawner_IsSpawnedOrSpawning Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAISpawner.OnGameProgressChanged
// (Event, Protected, BlueprintCallable, BlueprintEvent)
// Parameters:
// const struct FGameplayTag& NewTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceAISpawner::OnGameProgressChanged(const struct FGameplayTag& NewTag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISpawner", "OnGameProgressChanged");
Params::NoceAISpawner_OnGameProgressChanged Parms{};
Parms.NewTag = std::move(NewTag);
UObject::ProcessEvent(Func, &Parms);
}
// Function GameNoce.NoceAISpawner.OnSpawn_BP
// (Event, Public, BlueprintEvent)
// Parameters:
// class AActor* SpawnedActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceAISpawner::OnSpawn_BP(class AActor* SpawnedActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISpawner", "OnSpawn_BP");
Params::NoceAISpawner_OnSpawn_BP Parms{};
Parms.SpawnedActor = SpawnedActor;
UObject::ProcessEvent(Func, &Parms);
}
// Function GameNoce.NoceAISpawner.ProcessSpawnerEvent
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const struct FNoceAISpawnerEvent& EventData (Parm, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceAISpawner::ProcessSpawnerEvent(const struct FNoceAISpawnerEvent& EventData)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISpawner", "ProcessSpawnerEvent");
Params::NoceAISpawner_ProcessSpawnerEvent Parms{};
Parms.EventData = std::move(EventData);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAISpawner.RegisterSignificance
// (Final, Native, Protected, BlueprintCallable)
void ANoceAISpawner::RegisterSignificance()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISpawner", "RegisterSignificance");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAISpawner.RequestSpawn
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// const struct FVector& Location (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FRotator& Rotation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool InstantSpawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AActor* ANoceAISpawner::RequestSpawn(const struct FVector& Location, const struct FRotator& Rotation, bool InstantSpawn)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISpawner", "RequestSpawn");
Params::NoceAISpawner_RequestSpawn Parms{};
Parms.Location = std::move(Location);
Parms.Rotation = std::move(Rotation);
Parms.InstantSpawn = InstantSpawn;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAISpawner.RequestTriggerSpawnFlow
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool bForce (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceAISpawner::RequestTriggerSpawnFlow(bool bForce)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISpawner", "RequestTriggerSpawnFlow");
Params::NoceAISpawner_RequestTriggerSpawnFlow Parms{};
Parms.bForce = bForce;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAISpawner.UnRegisterSignificance
// (Final, Native, Protected, BlueprintCallable)
void ANoceAISpawner::UnRegisterSignificance()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISpawner", "UnRegisterSignificance");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceTickableWorldSubsystem.Deinitialize_BP
// (Event, Protected, BlueprintEvent)
void UNoceTickableWorldSubsystem::Deinitialize_BP()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTickableWorldSubsystem", "Deinitialize_BP");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameNoce.NoceTickableWorldSubsystem.Initialize_BP
// (Event, Protected, BlueprintEvent)
void UNoceTickableWorldSubsystem::Initialize_BP()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTickableWorldSubsystem", "Initialize_BP");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameNoce.NoceTickableWorldSubsystem.Tick_BP
// (Event, Protected, BlueprintEvent)
// Parameters:
// float DeltaTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceTickableWorldSubsystem::Tick_BP(float DeltaTime)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTickableWorldSubsystem", "Tick_BP");
Params::NoceTickableWorldSubsystem_Tick_BP Parms{};
Parms.DeltaTime = DeltaTime;
UObject::ProcessEvent(Func, &Parms);
}
// Function GameNoce.NoceTickableWorldSubsystem.WorldBeginPlay_BP
// (Event, Protected, BlueprintEvent)
void UNoceTickableWorldSubsystem::WorldBeginPlay_BP()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTickableWorldSubsystem", "WorldBeginPlay_BP");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameNoce.NoceAISystem.AddNavigationBuildLock
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// uint8 Flags_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAISystem::AddNavigationBuildLock(uint8 Flags_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISystem", "AddNavigationBuildLock");
Params::NoceAISystem_AddNavigationBuildLock Parms{};
Parms.Flags_0 = Flags_0;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAISystem.AddRecord
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const struct FNoceCharacterRecord& InRecord (Parm, NativeAccessSpecifierPublic)
void UNoceAISystem::AddRecord(const struct FNoceCharacterRecord& InRecord)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISystem", "AddRecord");
Params::NoceAISystem_AddRecord Parms{};
Parms.InRecord = std::move(InRecord);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAISystem.AnyEnemyAliveBesidesFreak
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class FName ActorTag (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayTag& BesidesCharacterTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceAISystem::AnyEnemyAliveBesidesFreak(class FName ActorTag, const struct FGameplayTag& BesidesCharacterTag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISystem", "AnyEnemyAliveBesidesFreak");
Params::NoceAISystem_AnyEnemyAliveBesidesFreak Parms{};
Parms.ActorTag = ActorTag;
Parms.BesidesCharacterTag = std::move(BesidesCharacterTag);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAISystem.AnyEnemyAliveByCharacterName
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class FName CharacterName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceAISystem::AnyEnemyAliveByCharacterName(class FName CharacterName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISystem", "AnyEnemyAliveByCharacterName");
Params::NoceAISystem_AnyEnemyAliveByCharacterName Parms{};
Parms.CharacterName = CharacterName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAISystem.AnyEnemyAliveByGameplayTag
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FGameplayTag& CharacterNameTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceAISystem::AnyEnemyAliveByGameplayTag(const struct FGameplayTag& CharacterNameTag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISystem", "AnyEnemyAliveByGameplayTag");
Params::NoceAISystem_AnyEnemyAliveByGameplayTag Parms{};
Parms.CharacterNameTag = std::move(CharacterNameTag);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAISystem.AnyEnemyAliveByTag
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class FName TagName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceAISystem::AnyEnemyAliveByTag(class FName TagName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISystem", "AnyEnemyAliveByTag");
Params::NoceAISystem_AnyEnemyAliveByTag Parms{};
Parms.TagName = TagName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAISystem.BattleBGMDisabled
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceAISystem::BattleBGMDisabled()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISystem", "BattleBGMDisabled");
Params::NoceAISystem_BattleBGMDisabled Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAISystem.ClearSaveGameRecord
// (Final, Native, Public, BlueprintCallable)
void UNoceAISystem::ClearSaveGameRecord()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISystem", "ClearSaveGameRecord");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAISystem.DestroyAllEnemy
// (Final, Native, Public, BlueprintCallable)
void UNoceAISystem::DestroyAllEnemy()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISystem", "DestroyAllEnemy");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAISystem.EnableEnemyNavModifier
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool Enable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAISystem::EnableEnemyNavModifier(bool Enable)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISystem", "EnableEnemyNavModifier");
Params::NoceAISystem_EnableEnemyNavModifier Parms{};
Parms.Enable = Enable;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAISystem.EnablePlayerNavModifier
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool Enable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAISystem::EnablePlayerNavModifier(bool Enable)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISystem", "EnablePlayerNavModifier");
Params::NoceAISystem_EnablePlayerNavModifier Parms{};
Parms.Enable = Enable;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAISystem.GetEnemyActorByOwnedGameplayTag
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FGameplayTag& GameplayTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool IsAlive (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AActor* UNoceAISystem::GetEnemyActorByOwnedGameplayTag(const struct FGameplayTag& GameplayTag, bool IsAlive)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISystem", "GetEnemyActorByOwnedGameplayTag");
Params::NoceAISystem_GetEnemyActorByOwnedGameplayTag Parms{};
Parms.GameplayTag = std::move(GameplayTag);
Parms.IsAlive = IsAlive;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAISystem.GetEnemyActorByTag
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FGameplayTag& CharacterTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ExactMatch (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool IsAlive (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AActor* UNoceAISystem::GetEnemyActorByTag(const struct FGameplayTag& CharacterTag, bool ExactMatch, bool IsAlive)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISystem", "GetEnemyActorByTag");
Params::NoceAISystem_GetEnemyActorByTag Parms{};
Parms.CharacterTag = std::move(CharacterTag);
Parms.ExactMatch = ExactMatch;
Parms.IsAlive = IsAlive;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAISystem.GetEnemyActorsByContainer
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FGameplayTagContainer& TagContainer (Parm, NativeAccessSpecifierPublic)
// bool ExactMatch (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool IsAlive (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class AActor*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class AActor*> UNoceAISystem::GetEnemyActorsByContainer(const struct FGameplayTagContainer& TagContainer, bool ExactMatch, bool IsAlive)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISystem", "GetEnemyActorsByContainer");
Params::NoceAISystem_GetEnemyActorsByContainer Parms{};
Parms.TagContainer = std::move(TagContainer);
Parms.ExactMatch = ExactMatch;
Parms.IsAlive = IsAlive;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAISystem.GetEnemyActorsByOwnedGameplayTag
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FGameplayTag& GameplayTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool IsAlive (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class AActor*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class AActor*> UNoceAISystem::GetEnemyActorsByOwnedGameplayTag(const struct FGameplayTag& GameplayTag, bool IsAlive)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISystem", "GetEnemyActorsByOwnedGameplayTag");
Params::NoceAISystem_GetEnemyActorsByOwnedGameplayTag Parms{};
Parms.GameplayTag = std::move(GameplayTag);
Parms.IsAlive = IsAlive;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAISystem.GetEnemyActorsByTag
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FGameplayTag& CharacterTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ExactMatch (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool IsAlive (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class AActor*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class AActor*> UNoceAISystem::GetEnemyActorsByTag(const struct FGameplayTag& CharacterTag, bool ExactMatch, bool IsAlive)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISystem", "GetEnemyActorsByTag");
Params::NoceAISystem_GetEnemyActorsByTag Parms{};
Parms.CharacterTag = std::move(CharacterTag);
Parms.ExactMatch = ExactMatch;
Parms.IsAlive = IsAlive;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAISystem.GetEnemyAliveCount
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UNoceAISystem::GetEnemyAliveCount()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISystem", "GetEnemyAliveCount");
Params::NoceAISystem_GetEnemyAliveCount Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAISystem.GetEnemyAliveCountByCharacterTag
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FGameplayTag& CharacterTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ExactMatch (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UNoceAISystem::GetEnemyAliveCountByCharacterTag(const struct FGameplayTag& CharacterTag, bool ExactMatch)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISystem", "GetEnemyAliveCountByCharacterTag");
Params::NoceAISystem_GetEnemyAliveCountByCharacterTag Parms{};
Parms.CharacterTag = std::move(CharacterTag);
Parms.ExactMatch = ExactMatch;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAISystem.GetEnemyAliveCountByTag
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class FName TagName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UNoceAISystem::GetEnemyAliveCountByTag(class FName TagName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISystem", "GetEnemyAliveCountByTag");
Params::NoceAISystem_GetEnemyAliveCountByTag Parms{};
Parms.TagName = TagName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAISystem.GetNewAttackID
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UNoceAISystem::GetNewAttackID()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISystem", "GetNewAttackID");
Params::NoceAISystem_GetNewAttackID Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAISystem.GetSaveData
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// TArray<struct FNoceCharacterRecord> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<struct FNoceCharacterRecord> UNoceAISystem::GetSaveData()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISystem", "GetSaveData");
Params::NoceAISystem_GetSaveData Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAISystem.GetSpawner
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor* SpawnedActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class ANoceAISpawner* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class ANoceAISpawner* UNoceAISystem::GetSpawner(class AActor* SpawnedActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISystem", "GetSpawner");
Params::NoceAISystem_GetSpawner Parms{};
Parms.SpawnedActor = SpawnedActor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAISystem.GetSpecifyRecord
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class FName SpawnerName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FNoceCharacterRecord ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FNoceCharacterRecord UNoceAISystem::GetSpecifyRecord(class FName SpawnerName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISystem", "GetSpecifyRecord");
Params::NoceAISystem_GetSpecifyRecord Parms{};
Parms.SpawnerName = SpawnerName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAISystem.GetTerritoriesByGroup
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class FName GroupName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class ANoceTerritoryVolume*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class ANoceTerritoryVolume*> UNoceAISystem::GetTerritoriesByGroup(class FName GroupName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISystem", "GetTerritoriesByGroup");
Params::NoceAISystem_GetTerritoriesByGroup Parms{};
Parms.GroupName = GroupName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAISystem.IsAlreadyDeadOnRecord
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const class ANoceAISpawner* Spawner (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceAISystem::IsAlreadyDeadOnRecord(const class ANoceAISpawner* Spawner)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISystem", "IsAlreadyDeadOnRecord");
Params::NoceAISystem_IsAlreadyDeadOnRecord Parms{};
Parms.Spawner = Spawner;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAISystem.IsAnySpawnerWaiting
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceAISystem::IsAnySpawnerWaiting()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISystem", "IsAnySpawnerWaiting");
Params::NoceAISystem_IsAnySpawnerWaiting Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAISystem.IsInheritedAIRecordDead
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class FName InheritedTag (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceAISystem::IsInheritedAIRecordDead(class FName InheritedTag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISystem", "IsInheritedAIRecordDead");
Params::NoceAISystem_IsInheritedAIRecordDead Parms{};
Parms.InheritedTag = InheritedTag;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAISystem.IsInheritedRecordExist
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class FName InheritedTag (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceAISystem::IsInheritedRecordExist(class FName InheritedTag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISystem", "IsInheritedRecordExist");
Params::NoceAISystem_IsInheritedRecordExist Parms{};
Parms.InheritedTag = InheritedTag;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAISystem.IsTerritoryExist
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class FName GroupName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceAISystem::IsTerritoryExist(class FName GroupName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISystem", "IsTerritoryExist");
Params::NoceAISystem_IsTerritoryExist Parms{};
Parms.GroupName = GroupName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAISystem.KillAllEnemy
// (Final, Native, Public, BlueprintCallable)
void UNoceAISystem::KillAllEnemy()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISystem", "KillAllEnemy");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAISystem.KillSpawnerEnemy
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const class FName AreaName (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAISystem::KillSpawnerEnemy(const class FName AreaName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISystem", "KillSpawnerEnemy");
Params::NoceAISystem_KillSpawnerEnemy Parms{};
Parms.AreaName = AreaName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAISystem.OnEnemyDead
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor* InEnemy (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAISystem::OnEnemyDead(class AActor* InEnemy)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISystem", "OnEnemyDead");
Params::NoceAISystem_OnEnemyDead Parms{};
Parms.InEnemy = InEnemy;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAISystem.OnEnemyFakeDead
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor* InEnemy (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAISystem::OnEnemyFakeDead(class AActor* InEnemy)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISystem", "OnEnemyFakeDead");
Params::NoceAISystem_OnEnemyFakeDead Parms{};
Parms.InEnemy = InEnemy;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAISystem.ProcessEndCutscene
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName IgnoreTag (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool UnlockNavigation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAISystem::ProcessEndCutscene(class FName IgnoreTag, bool UnlockNavigation)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISystem", "ProcessEndCutscene");
Params::NoceAISystem_ProcessEndCutscene Parms{};
Parms.IgnoreTag = IgnoreTag;
Parms.UnlockNavigation = UnlockNavigation;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAISystem.ProcessEnterCutscene
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName IgnoreTag (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool InHideEnemy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool InHideNPC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool LockNavigation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAISystem::ProcessEnterCutscene(class FName IgnoreTag, bool InHideEnemy, bool InHideNPC, bool LockNavigation)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISystem", "ProcessEnterCutscene");
Params::NoceAISystem_ProcessEnterCutscene Parms{};
Parms.IgnoreTag = IgnoreTag;
Parms.InHideEnemy = InHideEnemy;
Parms.InHideNPC = InHideNPC;
Parms.LockNavigation = LockNavigation;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAISystem.RebuildNavigation
// (Final, Native, Public, BlueprintCallable)
void UNoceAISystem::RebuildNavigation()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISystem", "RebuildNavigation");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAISystem.RegisterEnemyActor
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor* InEnemy (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAISystem::RegisterEnemyActor(class AActor* InEnemy)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISystem", "RegisterEnemyActor");
Params::NoceAISystem_RegisterEnemyActor Parms{};
Parms.InEnemy = InEnemy;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAISystem.RegisterEnemyController
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class ANoceAIController* pController (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAISystem::RegisterEnemyController(class ANoceAIController* pController)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISystem", "RegisterEnemyController");
Params::NoceAISystem_RegisterEnemyController Parms{};
Parms.pController = pController;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAISystem.RegisterSpawner
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName Group (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class ANoceAISpawner* pSpawner (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAISystem::RegisterSpawner(class FName Group, class ANoceAISpawner* pSpawner)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISystem", "RegisterSpawner");
Params::NoceAISystem_RegisterSpawner Parms{};
Parms.Group = Group;
Parms.pSpawner = pSpawner;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAISystem.RegisterTerritory
// (Final, Native, Public)
// Parameters:
// class ANoceTerritoryVolume* Volume (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAISystem::RegisterTerritory(class ANoceTerritoryVolume* Volume)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISystem", "RegisterTerritory");
Params::NoceAISystem_RegisterTerritory Parms{};
Parms.Volume = Volume;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAISystem.RemoveNavigationBuildLock
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// uint8 Flags_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAISystem::RemoveNavigationBuildLock(uint8 Flags_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISystem", "RemoveNavigationBuildLock");
Params::NoceAISystem_RemoveNavigationBuildLock Parms{};
Parms.Flags_0 = Flags_0;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAISystem.SetSightRatio
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float InNewSightRatio (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAISystem::SetSightRatio(float InNewSightRatio)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISystem", "SetSightRatio");
Params::NoceAISystem_SetSightRatio Parms{};
Parms.InNewSightRatio = InNewSightRatio;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAISystem.SetSightRatioToController
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AAIController* InController (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InCurrentSightRatio (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InNewSightRatio (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAISystem::SetSightRatioToController(class AAIController* InController, float InCurrentSightRatio, float InNewSightRatio)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISystem", "SetSightRatioToController");
Params::NoceAISystem_SetSightRatioToController Parms{};
Parms.InController = InController;
Parms.InCurrentSightRatio = InCurrentSightRatio;
Parms.InNewSightRatio = InNewSightRatio;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAISystem.SetSightRatioToSpawnedControllers
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float InNewSightRatio (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAISystem::SetSightRatioToSpawnedControllers(float InNewSightRatio)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISystem", "SetSightRatioToSpawnedControllers");
Params::NoceAISystem_SetSightRatioToSpawnedControllers Parms{};
Parms.InNewSightRatio = InNewSightRatio;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAISystem.SpawnEnemies
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName Group (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 Num (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAISystem::SpawnEnemies(class FName Group, int32 Num)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISystem", "SpawnEnemies");
Params::NoceAISystem_SpawnEnemies Parms{};
Parms.Group = Group;
Parms.Num = Num;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAISystem.UnregisterEnemyActor
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor* InEnemy (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAISystem::UnregisterEnemyActor(class AActor* InEnemy)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISystem", "UnregisterEnemyActor");
Params::NoceAISystem_UnregisterEnemyActor Parms{};
Parms.InEnemy = InEnemy;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAISystem.UnregisterEnemyController
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class ANoceAIController* pController (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAISystem::UnregisterEnemyController(class ANoceAIController* pController)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISystem", "UnregisterEnemyController");
Params::NoceAISystem_UnregisterEnemyController Parms{};
Parms.pController = pController;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAISystem.UnregisterSpawner
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName Group (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class ANoceAISpawner* pSpawner (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAISystem::UnregisterSpawner(class FName Group, class ANoceAISpawner* pSpawner)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISystem", "UnregisterSpawner");
Params::NoceAISystem_UnregisterSpawner Parms{};
Parms.Group = Group;
Parms.pSpawner = pSpawner;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAISystem.UnRegisterTerritory
// (Final, Native, Public)
// Parameters:
// class ANoceTerritoryVolume* Volume (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAISystem::UnRegisterTerritory(class ANoceTerritoryVolume* Volume)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAISystem", "UnRegisterTerritory");
Params::NoceAISystem_UnRegisterTerritory Parms{};
Parms.Volume = Volume;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAnalyticsInstance.ContinueGame
// (Final, Native, Public, BlueprintCallable)
void UNoceAnalyticsInstance::ContinueGame()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnalyticsInstance", "ContinueGame");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAnalyticsInstance.Deinitialize_BP
// (Event, Protected, BlueprintEvent)
void UNoceAnalyticsInstance::Deinitialize_BP()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnalyticsInstance", "Deinitialize_BP");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameNoce.NoceAnalyticsInstance.EndBattle
// (Final, Native, Protected, BlueprintCallable)
void UNoceAnalyticsInstance::EndBattle()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnalyticsInstance", "EndBattle");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAnalyticsInstance.EndSession
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceAnalyticsInstance::EndSession()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnalyticsInstance", "EndSession");
Params::NoceAnalyticsInstance_EndSession Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAnalyticsInstance.EndSession_BP
// (Event, Protected, BlueprintEvent)
void UNoceAnalyticsInstance::EndSession_BP()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnalyticsInstance", "EndSession_BP");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameNoce.NoceAnalyticsInstance.GetAnalyticsState
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class FString UNoceAnalyticsInstance::GetAnalyticsState()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnalyticsInstance", "GetAnalyticsState");
Params::NoceAnalyticsInstance_GetAnalyticsState Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAnalyticsInstance.GetNocePlayerCharacter_Internal
// (Final, Native, Protected, BlueprintCallable, BlueprintPure)
// Parameters:
// class ANocePlayerCharacter* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class ANocePlayerCharacter* UNoceAnalyticsInstance::GetNocePlayerCharacter_Internal()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnalyticsInstance", "GetNocePlayerCharacter_Internal");
Params::NoceAnalyticsInstance_GetNocePlayerCharacter_Internal Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAnalyticsInstance.Initialize_BP
// (Event, Protected, BlueprintEvent)
void UNoceAnalyticsInstance::Initialize_BP()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnalyticsInstance", "Initialize_BP");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameNoce.NoceAnalyticsInstance.ManuallyEndSession
// (Final, Native, Public, BlueprintCallable)
void UNoceAnalyticsInstance::ManuallyEndSession()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnalyticsInstance", "ManuallyEndSession");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAnalyticsInstance.OnAddConsumableItem
// (Final, Native, Protected)
// Parameters:
// class FName InItemName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 InQuantity (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAnalyticsInstance::OnAddConsumableItem(class FName InItemName, int32 InQuantity)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnalyticsInstance", "OnAddConsumableItem");
Params::NoceAnalyticsInstance_OnAddConsumableItem Parms{};
Parms.InItemName = InItemName;
Parms.InQuantity = InQuantity;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAnalyticsInstance.OnAddItem
// (Final, Native, Protected)
// Parameters:
// ENoceInventoryType InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName InItemName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAnalyticsInstance::OnAddItem(ENoceInventoryType InType, class FName InItemName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnalyticsInstance", "OnAddItem");
Params::NoceAnalyticsInstance_OnAddItem Parms{};
Parms.InType = InType;
Parms.InItemName = InItemName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAnalyticsInstance.OnAddNewWeapon
// (Final, Native, Protected)
// Parameters:
// class FName InWeaponID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAnalyticsInstance::OnAddNewWeapon(class FName InWeaponID)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnalyticsInstance", "OnAddNewWeapon");
Params::NoceAnalyticsInstance_OnAddNewWeapon Parms{};
Parms.InWeaponID = InWeaponID;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAnalyticsInstance.OnEnemyDead
// (Final, Native, Protected)
// Parameters:
// class AActor* InEnemyActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAnalyticsInstance::OnEnemyDead(class AActor* InEnemyActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnalyticsInstance", "OnEnemyDead");
Params::NoceAnalyticsInstance_OnEnemyDead Parms{};
Parms.InEnemyActor = InEnemyActor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAnalyticsInstance.OnEnemyFakeDead
// (Final, Native, Protected)
// Parameters:
// class AActor* InEnemyActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAnalyticsInstance::OnEnemyFakeDead(class AActor* InEnemyActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnalyticsInstance", "OnEnemyFakeDead");
Params::NoceAnalyticsInstance_OnEnemyFakeDead Parms{};
Parms.InEnemyActor = InEnemyActor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAnalyticsInstance.OnFaithChanged
// (Final, Native, Protected)
// Parameters:
// float InDelta (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAnalyticsInstance::OnFaithChanged(float InDelta)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnalyticsInstance", "OnFaithChanged");
Params::NoceAnalyticsInstance_OnFaithChanged Parms{};
Parms.InDelta = InDelta;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAnalyticsInstance.OnLoadGameSlot
// (Final, Native, Protected)
void UNoceAnalyticsInstance::OnLoadGameSlot()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnalyticsInstance", "OnLoadGameSlot");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAnalyticsInstance.OnPlayerDie
// (Final, Native, Protected)
void UNoceAnalyticsInstance::OnPlayerDie()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnalyticsInstance", "OnPlayerDie");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAnalyticsInstance.OnPlayerTakeDamage
// (Final, Native, Protected)
// Parameters:
// class AActor* InAttacker (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName InComboName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InHealthDamage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAnalyticsInstance::OnPlayerTakeDamage(class AActor* InAttacker, class FName InComboName, float InHealthDamage)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnalyticsInstance", "OnPlayerTakeDamage");
Params::NoceAnalyticsInstance_OnPlayerTakeDamage Parms{};
Parms.InAttacker = InAttacker;
Parms.InComboName = InComboName;
Parms.InHealthDamage = InHealthDamage;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAnalyticsInstance.OnProgressChanged
// (Final, Native, Protected)
// Parameters:
// const struct FGameplayTag& InTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAnalyticsInstance::OnProgressChanged(const struct FGameplayTag& InTag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnalyticsInstance", "OnProgressChanged");
Params::NoceAnalyticsInstance_OnProgressChanged Parms{};
Parms.InTag = std::move(InTag);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAnalyticsInstance.OnProgressInitialized
// (Final, Native, Protected)
// Parameters:
// const struct FGameplayTag& InTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAnalyticsInstance::OnProgressInitialized(const struct FGameplayTag& InTag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnalyticsInstance", "OnProgressInitialized");
Params::NoceAnalyticsInstance_OnProgressInitialized Parms{};
Parms.InTag = std::move(InTag);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAnalyticsInstance.OnSanityChanged
// (Final, Native, Protected)
// Parameters:
// float InDelta (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAnalyticsInstance::OnSanityChanged(float InDelta)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnalyticsInstance", "OnSanityChanged");
Params::NoceAnalyticsInstance_OnSanityChanged Parms{};
Parms.InDelta = InDelta;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAnalyticsInstance.OnSaveGameSlot
// (Final, Native, Protected)
// Parameters:
// bool InIsAutoSave (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAnalyticsInstance::OnSaveGameSlot(bool InIsAutoSave)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnalyticsInstance", "OnSaveGameSlot");
Params::NoceAnalyticsInstance_OnSaveGameSlot Parms{};
Parms.InIsAutoSave = InIsAutoSave;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAnalyticsInstance.OnUseConsumableItem
// (Final, Native, Protected)
// Parameters:
// class FName InItemName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAnalyticsInstance::OnUseConsumableItem(class FName InItemName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnalyticsInstance", "OnUseConsumableItem");
Params::NoceAnalyticsInstance_OnUseConsumableItem Parms{};
Parms.InItemName = InItemName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAnalyticsInstance.OnWeaponDurabilityChanged
// (Final, Native, Protected)
// Parameters:
// class FName InWeaponName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InDelta (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAnalyticsInstance::OnWeaponDurabilityChanged(class FName InWeaponName, float InDelta)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnalyticsInstance", "OnWeaponDurabilityChanged");
Params::NoceAnalyticsInstance_OnWeaponDurabilityChanged Parms{};
Parms.InWeaponName = InWeaponName;
Parms.InDelta = InDelta;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAnalyticsInstance.RegisterSystems_BP
// (Event, Protected, BlueprintEvent)
// Parameters:
// class ANoceGameState* InNoceGameState (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class ANocePlayerState* InNocePlayerState (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAnalyticsInstance::RegisterSystems_BP(class ANoceGameState* InNoceGameState, class ANocePlayerState* InNocePlayerState)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnalyticsInstance", "RegisterSystems_BP");
Params::NoceAnalyticsInstance_RegisterSystems_BP Parms{};
Parms.InNoceGameState = InNoceGameState;
Parms.InNocePlayerState = InNocePlayerState;
UObject::ProcessEvent(Func, &Parms);
}
// Function GameNoce.NoceAnalyticsInstance.ResetRecords
// (Final, Native, Public, BlueprintCallable)
void UNoceAnalyticsInstance::ResetRecords()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnalyticsInstance", "ResetRecords");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAnalyticsInstance.StartBattle
// (Final, Native, Protected, BlueprintCallable)
void UNoceAnalyticsInstance::StartBattle()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnalyticsInstance", "StartBattle");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAnalyticsInstance.StartSession
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceAnalyticsInstance::StartSession()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnalyticsInstance", "StartSession");
Params::NoceAnalyticsInstance_StartSession Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAnalyticsInstance.StartSession_BP
// (Event, Protected, BlueprintEvent)
void UNoceAnalyticsInstance::StartSession_BP()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnalyticsInstance", "StartSession_BP");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameNoce.NoceAnalyticsInstance.UnregisterSystems_BP
// (Event, Protected, BlueprintEvent)
// Parameters:
// class ANoceGameState* InNoceGameState (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class ANocePlayerState* InNocePlayerState (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAnalyticsInstance::UnregisterSystems_BP(class ANoceGameState* InNoceGameState, class ANocePlayerState* InNocePlayerState)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnalyticsInstance", "UnregisterSystems_BP");
Params::NoceAnalyticsInstance_UnregisterSystems_BP Parms{};
Parms.InNoceGameState = InNoceGameState;
Parms.InNocePlayerState = InNocePlayerState;
UObject::ProcessEvent(Func, &Parms);
}
// Function GameNoce.NoceAnalyticsInstance.WriteRecords
// (Final, Native, Public, BlueprintCallable)
void UNoceAnalyticsInstance::WriteRecords()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnalyticsInstance", "WriteRecords");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAnalyticsInstance.GetAnalyticsDataByName
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FNoceAnalyticsDataRow ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FNoceAnalyticsDataRow UNoceAnalyticsInstance::GetAnalyticsDataByName(class FName InName) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnalyticsInstance", "GetAnalyticsDataByName");
Params::NoceAnalyticsInstance_GetAnalyticsDataByName Parms{};
Parms.InName = InName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAnalyticsInstance.GetAnalyticsDataRowNames
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<class FName> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class FName> UNoceAnalyticsInstance::GetAnalyticsDataRowNames() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnalyticsInstance", "GetAnalyticsDataRowNames");
Params::NoceAnalyticsInstance_GetAnalyticsDataRowNames Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSimpleList.ClearSelectionWithoutAnimation
// (Final, Native, Public, BlueprintCallable)
void UNoceSimpleList::ClearSelectionWithoutAnimation()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSimpleList", "ClearSelectionWithoutAnimation");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSimpleList.Confirm
// (Final, Native, Public, BlueprintCallable)
void UNoceSimpleList::Confirm()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSimpleList", "Confirm");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSimpleList.ForceSelectAgain
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSimpleList::ForceSelectAgain(int32 Index_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSimpleList", "ForceSelectAgain");
Params::NoceSimpleList_ForceSelectAgain Parms{};
Parms.Index_0 = Index_0;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSimpleList.GetSelectingIndex
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UNoceSimpleList::GetSelectingIndex()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSimpleList", "GetSelectingIndex");
Params::NoceSimpleList_GetSelectingIndex Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSimpleList.GetSelectingSlot
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UUserWidget* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UUserWidget* UNoceSimpleList::GetSelectingSlot()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSimpleList", "GetSelectingSlot");
Params::NoceSimpleList_GetSelectingSlot Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSimpleList.GetSlotsLength
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UNoceSimpleList::GetSlotsLength()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSimpleList", "GetSlotsLength");
Params::NoceSimpleList_GetSlotsLength Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSimpleList.GetSubMenuPos
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// class UUserWidget* Menu (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGeometry& Container (Parm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// const struct FVector2D& RelativePos (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGeometry* Geometry (Parm, OutParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// struct FVector2D* LocalPos (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSimpleList::GetSubMenuPos(class UUserWidget* Menu, const struct FGeometry& Container, const struct FVector2D& RelativePos, struct FGeometry* Geometry, struct FVector2D* LocalPos)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSimpleList", "GetSubMenuPos");
Params::NoceSimpleList_GetSubMenuPos Parms{};
Parms.Menu = Menu;
Parms.Container = std::move(Container);
Parms.RelativePos = std::move(RelativePos);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Geometry != nullptr)
*Geometry = std::move(Parms.Geometry);
if (LocalPos != nullptr)
*LocalPos = std::move(Parms.LocalPos);
}
// Function GameNoce.NoceSimpleList.Initialize
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const TArray<class UUserWidget*>& InSlots (Parm, ZeroConstructor, ContainsInstancedReference, NativeAccessSpecifierPublic)
void UNoceSimpleList::Initialize(const TArray<class UUserWidget*>& InSlots)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSimpleList", "Initialize");
Params::NoceSimpleList_Initialize Parms{};
Parms.InSlots = std::move(InSlots);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSimpleList.PlaySound
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const struct FNeoAudioTriggerIdHandle& TriggerId (Parm, NoDestructor, NativeAccessSpecifierPublic)
void UNoceSimpleList::PlaySound(const struct FNeoAudioTriggerIdHandle& TriggerId)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSimpleList", "PlaySound");
Params::NoceSimpleList_PlaySound Parms{};
Parms.TriggerId = std::move(TriggerId);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSimpleList.Reset
// (Final, Native, Public, BlueprintCallable)
void UNoceSimpleList::Reset()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSimpleList", "Reset");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSimpleList.ResetAll
// (Final, Native, Public, BlueprintCallable)
void UNoceSimpleList::ResetAll()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSimpleList", "ResetAll");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSimpleList.SelectIndex
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool* Success (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSimpleList::SelectIndex(int32 Index_0, bool* Success)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSimpleList", "SelectIndex");
Params::NoceSimpleList_SelectIndex Parms{};
Parms.Index_0 = Index_0;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Success != nullptr)
*Success = Parms.Success;
}
// Function GameNoce.NoceSimpleList.SelectNext
// (Final, Native, Public, BlueprintCallable)
void UNoceSimpleList::SelectNext()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSimpleList", "SelectNext");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSimpleList.SelectPrevious
// (Final, Native, Public, BlueprintCallable)
void UNoceSimpleList::SelectPrevious()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSimpleList", "SelectPrevious");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSimpleList.SelectSlot
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UUserWidget* Widget (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool* Success (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSimpleList::SelectSlot(class UUserWidget* Widget, bool* Success)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSimpleList", "SelectSlot");
Params::NoceSimpleList_SelectSlot Parms{};
Parms.Widget = Widget;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Success != nullptr)
*Success = Parms.Success;
}
// Function GameNoce.NoceSimpleList.SetSound
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const struct FNeoAudioTriggerIdHandle& InPreviousSound (Parm, NoDestructor, NativeAccessSpecifierPublic)
// const struct FNeoAudioTriggerIdHandle& InNextSound (Parm, NoDestructor, NativeAccessSpecifierPublic)
// const struct FNeoAudioTriggerIdHandle& InMouseHoverSound (Parm, NoDestructor, NativeAccessSpecifierPublic)
void UNoceSimpleList::SetSound(const struct FNeoAudioTriggerIdHandle& InPreviousSound, const struct FNeoAudioTriggerIdHandle& InNextSound, const struct FNeoAudioTriggerIdHandle& InMouseHoverSound)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSimpleList", "SetSound");
Params::NoceSimpleList_SetSound Parms{};
Parms.InPreviousSound = std::move(InPreviousSound);
Parms.InNextSound = std::move(InNextSound);
Parms.InMouseHoverSound = std::move(InMouseHoverSound);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSimpleList.UpdateInput
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FInputEvent& InputEvent (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// const struct FKey& Key (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool* IsTriggered (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSimpleList::UpdateInput(const struct FInputEvent& InputEvent, const struct FKey& Key, bool* IsTriggered)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSimpleList", "UpdateInput");
Params::NoceSimpleList_UpdateInput Parms{};
Parms.InputEvent = std::move(InputEvent);
Parms.Key = std::move(Key);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (IsTriggered != nullptr)
*IsTriggered = Parms.IsTriggered;
}
// Function GameNoce.NoceSimpleGrid.SetAnalogValue
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const struct FKey& Key (ConstParm, Parm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSimpleGrid::SetAnalogValue(const struct FKey& Key, float Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSimpleGrid", "SetAnalogValue");
Params::NoceSimpleGrid_SetAnalogValue Parms{};
Parms.Key = std::move(Key);
Parms.Value = Value;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSimpleGrid.SetupKeys
// (Final, Native, Public, BlueprintCallable)
void UNoceSimpleGrid::SetupKeys()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSimpleGrid", "SetupKeys");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAnalyticsBaseRecord.DeepCopyFromSource
// (Native, Public, BlueprintCallable)
// Parameters:
// const class UNoceAnalyticsBaseRecord* InSource (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAnalyticsBaseRecord::DeepCopyFromSource(const class UNoceAnalyticsBaseRecord* InSource)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnalyticsBaseRecord", "DeepCopyFromSource");
Params::NoceAnalyticsBaseRecord_DeepCopyFromSource Parms{};
Parms.InSource = InSource;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAnalyticsBaseRecord.ResetRecord
// (Native, Public, BlueprintCallable)
void UNoceAnalyticsBaseRecord::ResetRecord()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnalyticsBaseRecord", "ResetRecord");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAnalyticsBaseRecord.WriteRecord
// (Native, Public, BlueprintCallable)
void UNoceAnalyticsBaseRecord::WriteRecord()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnalyticsBaseRecord", "WriteRecord");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAnimCancelComponent.CanAnimCanel
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// ENoceAnimCancel InAnimCanel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceAnimCancelComponent::CanAnimCanel(ENoceAnimCancel InAnimCanel)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimCancelComponent", "CanAnimCanel");
Params::NoceAnimCancelComponent_CanAnimCanel Parms{};
Parms.InAnimCanel = InAnimCanel;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAnimCancelComponent.ClearAllAnimCancels
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName InExcludeStateMachineName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName InExcludeStateName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAnimCancelComponent::ClearAllAnimCancels(class FName InExcludeStateMachineName, class FName InExcludeStateName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimCancelComponent", "ClearAllAnimCancels");
Params::NoceAnimCancelComponent_ClearAllAnimCancels Parms{};
Parms.InExcludeStateMachineName = InExcludeStateMachineName;
Parms.InExcludeStateName = InExcludeStateName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAnimCancelComponent.HandleOnPossessed
// (Final, Native, Protected)
// Parameters:
// bool InPossessed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAnimCancelComponent::HandleOnPossessed(bool InPossessed)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimCancelComponent", "HandleOnPossessed");
Params::NoceAnimCancelComponent_HandleOnPossessed Parms{};
Parms.InPossessed = InPossessed;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceDebugDrawComponent.AddText
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// const class FString& InStr (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FColor& InColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceDebugDrawComponent::AddText(const class FString& InStr, const struct FColor& InColor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceDebugDrawComponent", "AddText");
Params::NoceDebugDrawComponent_AddText Parms{};
Parms.InStr = std::move(InStr);
Parms.InColor = std::move(InColor);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceDebugDrawComponent.ClearPendingText
// (Final, Native, Public, BlueprintCallable)
void UNoceDebugDrawComponent::ClearPendingText()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceDebugDrawComponent", "ClearPendingText");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceDebugDrawComponent.DrawBox
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// const struct FVector2D& Pos (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector2D& Extent (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FColor& LineColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float Thickness (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceDebugDrawComponent::DrawBox(const struct FVector2D& Pos, const struct FVector2D& Extent, const struct FColor& LineColor, float Thickness)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceDebugDrawComponent", "DrawBox");
Params::NoceDebugDrawComponent_DrawBox Parms{};
Parms.Pos = std::move(Pos);
Parms.Extent = std::move(Extent);
Parms.LineColor = std::move(LineColor);
Parms.Thickness = Thickness;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceDebugDrawComponent.DrawLine
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// const struct FVector2D& Start (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector2D& End (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FColor& LineColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float Thickness (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceDebugDrawComponent::DrawLine(const struct FVector2D& Start, const struct FVector2D& End, const struct FColor& LineColor, float Thickness)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceDebugDrawComponent", "DrawLine");
Params::NoceDebugDrawComponent_DrawLine Parms{};
Parms.Start = std::move(Start);
Parms.End = std::move(End);
Parms.LineColor = std::move(LineColor);
Parms.Thickness = Thickness;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCutsceneWidget.Pause
// (Native, Event, Public, BlueprintCallable, BlueprintEvent)
void UNoceCutsceneWidget::Pause()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCutsceneWidget", "Pause");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCutsceneWidget.Resume
// (Native, Event, Public, BlueprintCallable, BlueprintEvent)
void UNoceCutsceneWidget::Resume()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCutsceneWidget", "Resume");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCutsceneWidget.SetCanSkip
// (Native, Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool InCanSkip (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCutsceneWidget::SetCanSkip(bool InCanSkip, bool* NoUse)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCutsceneWidget", "SetCanSkip");
Params::NoceCutsceneWidget_SetCanSkip Parms{};
Parms.InCanSkip = InCanSkip;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (NoUse != nullptr)
*NoUse = Parms.NoUse;
}
// Function GameNoce.NoceCutsceneWidget.SetHasCamera
// (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool InHasCamera (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCutsceneWidget::SetHasCamera(bool InHasCamera, bool* NoUse)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCutsceneWidget", "SetHasCamera");
Params::NoceCutsceneWidget_SetHasCamera Parms{};
Parms.InHasCamera = InHasCamera;
UObject::ProcessEvent(Func, &Parms);
if (NoUse != nullptr)
*NoUse = Parms.NoUse;
}
// Function GameNoce.NoceCutsceneWidget.SetSequenceActor
// (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class ALevelSequenceActor* InActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCutsceneWidget::SetSequenceActor(class ALevelSequenceActor* InActor, bool* NoUse)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCutsceneWidget", "SetSequenceActor");
Params::NoceCutsceneWidget_SetSequenceActor Parms{};
Parms.InActor = InActor;
UObject::ProcessEvent(Func, &Parms);
if (NoUse != nullptr)
*NoUse = Parms.NoUse;
}
// Function GameNoce.NoceCreditWidget.AddDeltaTime
// (Event, Protected, BlueprintEvent)
// Parameters:
// float InDeltaTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceCreditWidget::AddDeltaTime(float InDeltaTime)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCreditWidget", "AddDeltaTime");
Params::NoceCreditWidget_AddDeltaTime Parms{};
Parms.InDeltaTime = InDeltaTime;
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function GameNoce.NoceCreditWidget.GetUpdateSpeed
// (Final, Native, Protected, BlueprintCallable, BlueprintPure)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNoceCreditWidget::GetUpdateSpeed()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCreditWidget", "GetUpdateSpeed");
Params::NoceCreditWidget_GetUpdateSpeed Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceCreditWidget.OnSpeedUpdated
// (Event, Protected, BlueprintEvent)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceCreditWidget::OnSpeedUpdated()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCreditWidget", "OnSpeedUpdated");
Params::NoceCreditWidget_OnSpeedUpdated Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function GameNoce.NoceCreditWidget.OnWindowFocusChanged
// (Final, Native, Protected)
// Parameters:
// bool IsActive (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCreditWidget::OnWindowFocusChanged(bool IsActive)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCreditWidget", "OnWindowFocusChanged");
Params::NoceCreditWidget_OnWindowFocusChanged Parms{};
Parms.IsActive = IsActive;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCreditWidget.SetCreditDataTables
// (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// const class FName InName (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCreditWidget::SetCreditDataTables(const class FName InName, bool* NoUse)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCreditWidget", "SetCreditDataTables");
Params::NoceCreditWidget_SetCreditDataTables Parms{};
Parms.InName = InName;
UObject::ProcessEvent(Func, &Parms);
if (NoUse != nullptr)
*NoUse = Parms.NoUse;
}
// Function GameNoce.NoceAnimInstance.AfterSetDefaultSlotBlending
// (Event, Protected, BlueprintEvent)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAnimInstance::AfterSetDefaultSlotBlending(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimInstance", "AfterSetDefaultSlotBlending");
Params::NoceAnimInstance_AfterSetDefaultSlotBlending Parms{};
Parms.InValue = InValue;
UObject::ProcessEvent(Func, &Parms);
}
// Function GameNoce.NoceAnimInstance.CheckIKWhenSeqStop
// (Native, Public, BlueprintCallable)
void UNoceAnimInstance::CheckIKWhenSeqStop()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimInstance", "CheckIKWhenSeqStop");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAnimInstance.GetCanEnterLink
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceAnimInstance::GetCanEnterLink()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimInstance", "GetCanEnterLink");
Params::NoceAnimInstance_GetCanEnterLink Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAnimInstance.GetRolePatternIndex
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UNoceAnimInstance::GetRolePatternIndex()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimInstance", "GetRolePatternIndex");
Params::NoceAnimInstance_GetRolePatternIndex Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAnimInstance.ReplaceSetScarfRigidBodyAlpha
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAnimInstance::ReplaceSetScarfRigidBodyAlpha(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimInstance", "ReplaceSetScarfRigidBodyAlpha");
Params::NoceAnimInstance_ReplaceSetScarfRigidBodyAlpha Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAnimInstance.ReplaceSetShawlKawaiiAlpha
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAnimInstance::ReplaceSetShawlKawaiiAlpha(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimInstance", "ReplaceSetShawlKawaiiAlpha");
Params::NoceAnimInstance_ReplaceSetShawlKawaiiAlpha Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAnimInstance.ReplaceSetShiroFurAlpha
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAnimInstance::ReplaceSetShiroFurAlpha(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimInstance", "ReplaceSetShiroFurAlpha");
Params::NoceAnimInstance_ReplaceSetShiroFurAlpha Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAnimInstance.ReplaceSetSkirtRigidBodyAlpha
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAnimInstance::ReplaceSetSkirtRigidBodyAlpha(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimInstance", "ReplaceSetSkirtRigidBodyAlpha");
Params::NoceAnimInstance_ReplaceSetSkirtRigidBodyAlpha Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAnimInstance.ResetRoleStartTime
// (Final, Native, Public, BlueprintCallable)
void UNoceAnimInstance::ResetRoleStartTime()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimInstance", "ResetRoleStartTime");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAnimInstance.SetbIsDefaultSlotFixActive
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAnimInstance::SetbIsDefaultSlotFixActive(bool InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimInstance", "SetbIsDefaultSlotFixActive");
Params::NoceAnimInstance_SetbIsDefaultSlotFixActive Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAnimInstance.SetBodyMidPhysAlpha
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAnimInstance::SetBodyMidPhysAlpha(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimInstance", "SetBodyMidPhysAlpha");
Params::NoceAnimInstance_SetBodyMidPhysAlpha Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAnimInstance.SetCanEnterLinkState
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 InBankID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 InMotionID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAnimInstance::SetCanEnterLinkState(int32 InBankID, int32 InMotionID)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimInstance", "SetCanEnterLinkState");
Params::NoceAnimInstance_SetCanEnterLinkState Parms{};
Parms.InBankID = InBankID;
Parms.InMotionID = InMotionID;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAnimInstance.SetCharTopPhysAlpha
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAnimInstance::SetCharTopPhysAlpha(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimInstance", "SetCharTopPhysAlpha");
Params::NoceAnimInstance_SetCharTopPhysAlpha Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAnimInstance.SetDefaultSlotBlending
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAnimInstance::SetDefaultSlotBlending(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimInstance", "SetDefaultSlotBlending");
Params::NoceAnimInstance_SetDefaultSlotBlending Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAnimInstance.SetDefaultSlotFixBlending
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAnimInstance::SetDefaultSlotFixBlending(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimInstance", "SetDefaultSlotFixBlending");
Params::NoceAnimInstance_SetDefaultSlotFixBlending Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAnimInstance.SetFootIKInterpScale
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAnimInstance::SetFootIKInterpScale(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimInstance", "SetFootIKInterpScale");
Params::NoceAnimInstance_SetFootIKInterpScale Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAnimInstance.SetForceLeaveLinkState
// (Final, Native, Public, BlueprintCallable)
void UNoceAnimInstance::SetForceLeaveLinkState()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimInstance", "SetForceLeaveLinkState");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAnimInstance.SetHairKawaiiAlpha
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAnimInstance::SetHairKawaiiAlpha(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimInstance", "SetHairKawaiiAlpha");
Params::NoceAnimInstance_SetHairKawaiiAlpha Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAnimInstance.SetHairMidPhysAlpha
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAnimInstance::SetHairMidPhysAlpha(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimInstance", "SetHairMidPhysAlpha");
Params::NoceAnimInstance_SetHairMidPhysAlpha Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAnimInstance.SetPhysicsWorldGravity
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// const struct FVector& InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAnimInstance::SetPhysicsWorldGravity(const struct FVector& InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimInstance", "SetPhysicsWorldGravity");
Params::NoceAnimInstance_SetPhysicsWorldGravity Parms{};
Parms.InValue = std::move(InValue);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAnimInstance.SetRBWorldCollision
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAnimInstance::SetRBWorldCollision(bool InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimInstance", "SetRBWorldCollision");
Params::NoceAnimInstance_SetRBWorldCollision Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAnimInstance.SetRBWorldCollisionChannel
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ECollisionChannel InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAnimInstance::SetRBWorldCollisionChannel(ECollisionChannel InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimInstance", "SetRBWorldCollisionChannel");
Params::NoceAnimInstance_SetRBWorldCollisionChannel Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAnimInstance.SetRolePatternIndex
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 InIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAnimInstance::SetRolePatternIndex(int32 InIndex)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimInstance", "SetRolePatternIndex");
Params::NoceAnimInstance_SetRolePatternIndex Parms{};
Parms.InIndex = InIndex;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAnimInstance.SetRoleStartTime
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float InTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAnimInstance::SetRoleStartTime(float InTime)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimInstance", "SetRoleStartTime");
Params::NoceAnimInstance_SetRoleStartTime Parms{};
Parms.InTime = InTime;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAnimInstance.SetScarfRigidBodyAlpha
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAnimInstance::SetScarfRigidBodyAlpha(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimInstance", "SetScarfRigidBodyAlpha");
Params::NoceAnimInstance_SetScarfRigidBodyAlpha Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAnimInstance.SetShawlKawaiiAlpha
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAnimInstance::SetShawlKawaiiAlpha(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimInstance", "SetShawlKawaiiAlpha");
Params::NoceAnimInstance_SetShawlKawaiiAlpha Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAnimInstance.SetShouldDoIKTrace
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAnimInstance::SetShouldDoIKTrace(bool InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimInstance", "SetShouldDoIKTrace");
Params::NoceAnimInstance_SetShouldDoIKTrace Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAnimInstance.SetSkirtRigidBodyAlpha
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAnimInstance::SetSkirtRigidBodyAlpha(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimInstance", "SetSkirtRigidBodyAlpha");
Params::NoceAnimInstance_SetSkirtRigidBodyAlpha Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAnimInstance.SetTransferBoneVelocities
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAnimInstance::SetTransferBoneVelocities(bool InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimInstance", "SetTransferBoneVelocities");
Params::NoceAnimInstance_SetTransferBoneVelocities Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAnimInstance.SetWarmUpRBANAlpha
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAnimInstance::SetWarmUpRBANAlpha(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimInstance", "SetWarmUpRBANAlpha");
Params::NoceAnimInstance_SetWarmUpRBANAlpha Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAnimInstance.ShouldDoIKTraceByHeight
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceAnimInstance::ShouldDoIKTraceByHeight()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimInstance", "ShouldDoIKTraceByHeight");
Params::NoceAnimInstance_ShouldDoIKTraceByHeight Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAnimInstance.GetbIsDefaultSlotFixActive
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceAnimInstance::GetbIsDefaultSlotFixActive() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimInstance", "GetbIsDefaultSlotFixActive");
Params::NoceAnimInstance_GetbIsDefaultSlotFixActive Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAnimInstance.GetBodyBottomPhysAlpha
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNoceAnimInstance::GetBodyBottomPhysAlpha() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimInstance", "GetBodyBottomPhysAlpha");
Params::NoceAnimInstance_GetBodyBottomPhysAlpha Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAnimInstance.GetBodyMidPhysAlpha
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNoceAnimInstance::GetBodyMidPhysAlpha() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimInstance", "GetBodyMidPhysAlpha");
Params::NoceAnimInstance_GetBodyMidPhysAlpha Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAnimInstance.GetCharTopPhysAlpha
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNoceAnimInstance::GetCharTopPhysAlpha() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimInstance", "GetCharTopPhysAlpha");
Params::NoceAnimInstance_GetCharTopPhysAlpha Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAnimInstance.GetDefaultSlotBlending
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNoceAnimInstance::GetDefaultSlotBlending() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimInstance", "GetDefaultSlotBlending");
Params::NoceAnimInstance_GetDefaultSlotBlending Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAnimInstance.GetDefaultSlotFixBlending
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNoceAnimInstance::GetDefaultSlotFixBlending() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimInstance", "GetDefaultSlotFixBlending");
Params::NoceAnimInstance_GetDefaultSlotFixBlending Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAnimInstance.GetFinalPhysAlpha
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float InParentAlpha (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNoceAnimInstance::GetFinalPhysAlpha(float InParentAlpha, float InValue) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimInstance", "GetFinalPhysAlpha");
Params::NoceAnimInstance_GetFinalPhysAlpha Parms{};
Parms.InParentAlpha = InParentAlpha;
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAnimInstance.GetFootIKInterpScale
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNoceAnimInstance::GetFootIKInterpScale() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimInstance", "GetFootIKInterpScale");
Params::NoceAnimInstance_GetFootIKInterpScale Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAnimInstance.GetHairBottomPhysAlpha
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNoceAnimInstance::GetHairBottomPhysAlpha() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimInstance", "GetHairBottomPhysAlpha");
Params::NoceAnimInstance_GetHairBottomPhysAlpha Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAnimInstance.GetHairKawaiiAlpha
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNoceAnimInstance::GetHairKawaiiAlpha() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimInstance", "GetHairKawaiiAlpha");
Params::NoceAnimInstance_GetHairKawaiiAlpha Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAnimInstance.GetHairMidPhysAlpha
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNoceAnimInstance::GetHairMidPhysAlpha() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimInstance", "GetHairMidPhysAlpha");
Params::NoceAnimInstance_GetHairMidPhysAlpha Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAnimInstance.GetPhysAlphaInPendingWarmUp
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ENocePhysType InPhysType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNoceAnimInstance::GetPhysAlphaInPendingWarmUp(float InValue, ENocePhysType InPhysType) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimInstance", "GetPhysAlphaInPendingWarmUp");
Params::NoceAnimInstance_GetPhysAlphaInPendingWarmUp Parms{};
Parms.InValue = InValue;
Parms.InPhysType = InPhysType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAnimInstance.GetPhysicsWorldGravity
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
struct FVector UNoceAnimInstance::GetPhysicsWorldGravity() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimInstance", "GetPhysicsWorldGravity");
Params::NoceAnimInstance_GetPhysicsWorldGravity Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAnimInstance.GetRBWorldCollision
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceAnimInstance::GetRBWorldCollision() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimInstance", "GetRBWorldCollision");
Params::NoceAnimInstance_GetRBWorldCollision Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAnimInstance.GetRBWorldCollisionChannel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// ECollisionChannel ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ECollisionChannel UNoceAnimInstance::GetRBWorldCollisionChannel() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimInstance", "GetRBWorldCollisionChannel");
Params::NoceAnimInstance_GetRBWorldCollisionChannel Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAnimInstance.GetScarfRigidBodyAlpha
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNoceAnimInstance::GetScarfRigidBodyAlpha() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimInstance", "GetScarfRigidBodyAlpha");
Params::NoceAnimInstance_GetScarfRigidBodyAlpha Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAnimInstance.GetShawlKawaiiAlpha
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNoceAnimInstance::GetShawlKawaiiAlpha() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimInstance", "GetShawlKawaiiAlpha");
Params::NoceAnimInstance_GetShawlKawaiiAlpha Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAnimInstance.GetSkirtRigidBodyAlpha
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNoceAnimInstance::GetSkirtRigidBodyAlpha() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimInstance", "GetSkirtRigidBodyAlpha");
Params::NoceAnimInstance_GetSkirtRigidBodyAlpha Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAnimInstance.GetTransferBoneVelocities
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceAnimInstance::GetTransferBoneVelocities() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimInstance", "GetTransferBoneVelocities");
Params::NoceAnimInstance_GetTransferBoneVelocities Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAnimInstance.GetWarmUpRBANAlpha
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNoceAnimInstance::GetWarmUpRBANAlpha() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimInstance", "GetWarmUpRBANAlpha");
Params::NoceAnimInstance_GetWarmUpRBANAlpha Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAnimInstance.InternalGetBottomPhysAlpha
// (Final, Native, Protected, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const float InMidPhysAlpha (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const float InBottomValue (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const ENocePhysType InPhysType (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const float InGamePlayAlpha (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNoceAnimInstance::InternalGetBottomPhysAlpha(const float InMidPhysAlpha, const float InBottomValue, const ENocePhysType InPhysType, const float InGamePlayAlpha) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimInstance", "InternalGetBottomPhysAlpha");
Params::NoceAnimInstance_InternalGetBottomPhysAlpha Parms{};
Parms.InMidPhysAlpha = InMidPhysAlpha;
Parms.InBottomValue = InBottomValue;
Parms.InPhysType = InPhysType;
Parms.InGamePlayAlpha = InGamePlayAlpha;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAnimInstance.LerpWithDefaultSlotBlendingForSeamlessOut
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float* OutResult (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float A (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float B (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceAnimInstance::LerpWithDefaultSlotBlendingForSeamlessOut(float* OutResult, float A, float B) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimInstance", "LerpWithDefaultSlotBlendingForSeamlessOut");
Params::NoceAnimInstance_LerpWithDefaultSlotBlendingForSeamlessOut Parms{};
Parms.A = A;
Parms.B = B;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutResult != nullptr)
*OutResult = Parms.OutResult;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAnimInstance.ReplaceGetScarfRigidBodyAlpha
// (Native, Event, Public, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNoceAnimInstance::ReplaceGetScarfRigidBodyAlpha() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimInstance", "ReplaceGetScarfRigidBodyAlpha");
Params::NoceAnimInstance_ReplaceGetScarfRigidBodyAlpha Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAnimInstance.ReplaceGetShawlKawaiiAlpha
// (Native, Event, Public, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNoceAnimInstance::ReplaceGetShawlKawaiiAlpha() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimInstance", "ReplaceGetShawlKawaiiAlpha");
Params::NoceAnimInstance_ReplaceGetShawlKawaiiAlpha Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAnimInstance.ReplaceGetShiroFurAlpha
// (Native, Event, Public, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNoceAnimInstance::ReplaceGetShiroFurAlpha() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimInstance", "ReplaceGetShiroFurAlpha");
Params::NoceAnimInstance_ReplaceGetShiroFurAlpha Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAnimInstance.ReplaceGetSkirtRigidBodyAlpha
// (Native, Event, Public, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNoceAnimInstance::ReplaceGetSkirtRigidBodyAlpha() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAnimInstance", "ReplaceGetSkirtRigidBodyAlpha");
Params::NoceAnimInstance_ReplaceGetSkirtRigidBodyAlpha Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAnimInstanceInterface.WarmUp
// (Native, Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// int32 WarmUpFrames (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void INoceAnimInstanceInterface::WarmUp(int32 WarmUpFrames)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("NoceAnimInstanceInterface", "WarmUp");
Params::NoceAnimInstanceInterface_WarmUp Parms{};
Parms.WarmUpFrames = WarmUpFrames;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceANS_ApplyGEOnAttackTraceHit.OnAttackTraceHit
// (Final, Native, Protected, HasOutParams, Const)
// Parameters:
// const TArray<struct FNoceAttackHitResult>&InHitResults (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
void UNoceANS_ApplyGEOnAttackTraceHit::OnAttackTraceHit(const TArray<struct FNoceAttackHitResult>& InHitResults) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceANS_ApplyGEOnAttackTraceHit", "OnAttackTraceHit");
Params::NoceANS_ApplyGEOnAttackTraceHit_OnAttackTraceHit Parms{};
Parms.InHitResults = std::move(InHitResults);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSystemMessageWidget.ShowText
// (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// const struct FNoceSystemMessageData& InData (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSystemMessageWidget::ShowText(const struct FNoceSystemMessageData& InData, bool* NoUse)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemMessageWidget", "ShowText");
Params::NoceSystemMessageWidget_ShowText Parms{};
Parms.InData = std::move(InData);
UObject::ProcessEvent(Func, &Parms);
if (NoUse != nullptr)
*NoUse = Parms.NoUse;
}
// Function GameNoce.NoceReplaceWidget.OnMouseDown
// (Final, Native, Protected)
// Parameters:
// int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceReplaceWidget::OnMouseDown(int32 Index_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceReplaceWidget", "OnMouseDown");
Params::NoceReplaceWidget_OnMouseDown Parms{};
Parms.Index_0 = Index_0;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceReplaceWidget.OnPickPreviewClose
// (Final, Native, Protected)
void UNoceReplaceWidget::OnPickPreviewClose()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceReplaceWidget", "OnPickPreviewClose");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceReplaceWidget.OnPopWindowClose
// (Final, Native, Protected)
void UNoceReplaceWidget::OnPopWindowClose()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceReplaceWidget", "OnPopWindowClose");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceReplaceWeaponWidget.OnRefreshSelection
// (Final, Native, Protected)
// Parameters:
// int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceReplaceWeaponWidget::OnRefreshSelection(int32 Index_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceReplaceWeaponWidget", "OnRefreshSelection");
Params::NoceReplaceWeaponWidget_OnRefreshSelection Parms{};
Parms.Index_0 = Index_0;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceReplaceWeaponWidget.ShowWeapon
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName ID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceReplaceWeaponWidget::ShowWeapon(class FName ID)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceReplaceWeaponWidget", "ShowWeapon");
Params::NoceReplaceWeaponWidget_ShowWeapon Parms{};
Parms.ID = ID;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSavePointUpgradeDataUIAsset.GetListItemData
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// ENoceUpgradeType Type (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FNoceSavePointUpgradeListItemDataReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FNoceSavePointUpgradeListItemData UNoceSavePointUpgradeDataUIAsset::GetListItemData(ENoceUpgradeType Type)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSavePointUpgradeDataUIAsset", "GetListItemData");
Params::NoceSavePointUpgradeDataUIAsset_GetListItemData Parms{};
Parms.Type = Type;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSavePointUpgradeDataUIAsset.GetPopWindowText
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// ENoceUpgradeType Type (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
class FText UNoceSavePointUpgradeDataUIAsset::GetPopWindowText(ENoceUpgradeType Type)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSavePointUpgradeDataUIAsset", "GetPopWindowText");
Params::NoceSavePointUpgradeDataUIAsset_GetPopWindowText Parms{};
Parms.Type = Type;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceRBANLibrary.ConvertToRigidBody
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FAnimNodeReference& Node (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
// EAnimNodeReferenceConversionResult* Result (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FRigidBodyReference ReturnValue (Parm, OutParm, ReturnParm, NoDestructor, NativeAccessSpecifierPublic)
struct FRigidBodyReference UNoceRBANLibrary::ConvertToRigidBody(const struct FAnimNodeReference& Node, EAnimNodeReferenceConversionResult* Result)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceRBANLibrary", "ConvertToRigidBody");
Params::NoceRBANLibrary_ConvertToRigidBody Parms{};
Parms.Node = std::move(Node);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Result != nullptr)
*Result = Parms.Result;
return Parms.ReturnValue;
}
// Function GameNoce.NoceRBANLibrary.ConvertToRigidBodyPure
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FAnimNodeReference& Node (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
// struct FRigidBodyReference* RigidBody (Parm, OutParm, NoDestructor, NativeAccessSpecifierPublic)
// bool* Result (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceRBANLibrary::ConvertToRigidBodyPure(const struct FAnimNodeReference& Node, struct FRigidBodyReference* RigidBody, bool* Result)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceRBANLibrary", "ConvertToRigidBodyPure");
Params::NoceRBANLibrary_ConvertToRigidBodyPure Parms{};
Parms.Node = std::move(Node);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (RigidBody != nullptr)
*RigidBody = std::move(Parms.RigidBody);
if (Result != nullptr)
*Result = Parms.Result;
}
// Function GameNoce.NoceSanitySpawnSystem.DeleteSpawnedEnemies
// (Final, Native, Public, BlueprintCallable)
void UNoceSanitySpawnSystem::DeleteSpawnedEnemies()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSanitySpawnSystem", "DeleteSpawnedEnemies");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSanitySpawnSystem.EnterSpawnVolume_BP
// (Event, Protected, BlueprintEvent)
void UNoceSanitySpawnSystem::EnterSpawnVolume_BP()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSanitySpawnSystem", "EnterSpawnVolume_BP");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameNoce.NoceSanitySpawnSystem.ExitSpawnVolume_BP
// (Event, Protected, BlueprintEvent)
void UNoceSanitySpawnSystem::ExitSpawnVolume_BP()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSanitySpawnSystem", "ExitSpawnVolume_BP");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameNoce.NoceSanitySpawnSystem.ForceSpawn
// (Event, Public, BlueprintEvent)
// Parameters:
// const struct FSanitySpawnVolumeSetting& Setting (Parm, NativeAccessSpecifierPublic)
void UNoceSanitySpawnSystem::ForceSpawn(const struct FSanitySpawnVolumeSetting& Setting)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSanitySpawnSystem", "ForceSpawn");
Params::NoceSanitySpawnSystem_ForceSpawn Parms{};
Parms.Setting = std::move(Setting);
UObject::ProcessEvent(Func, &Parms);
}
// Function GameNoce.NoceSanitySpawnSystem.Initialize_BP
// (Event, Protected, BlueprintEvent)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceSanitySpawnSystem::Initialize_BP()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSanitySpawnSystem", "Initialize_BP");
Params::NoceSanitySpawnSystem_Initialize_BP Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function GameNoce.NoceSanitySpawnSystem.Tick_BP
// (Event, Protected, BlueprintEvent)
// Parameters:
// float DeltaTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceSanitySpawnSystem::Tick_BP(float DeltaTime)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSanitySpawnSystem", "Tick_BP");
Params::NoceSanitySpawnSystem_Tick_BP Parms{};
Parms.DeltaTime = DeltaTime;
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function GameNoce.NoceSanitySpawnSystem.UpdateSpawnedEnemies
// (Final, Native, Protected, BlueprintCallable)
void UNoceSanitySpawnSystem::UpdateSpawnedEnemies()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSanitySpawnSystem", "UpdateSpawnedEnemies");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceANS_PlayerHairAlpha.SetHairAlpha
// (Final, Native, Protected, Const)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceANS_PlayerHairAlpha::SetHairAlpha(float InValue) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceANS_PlayerHairAlpha", "SetHairAlpha");
Params::NoceANS_PlayerHairAlpha_SetHairAlpha Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceANS_Player_DisableSkirt.SetSkirtAlpha
// (Final, Native, Protected, Const)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceANS_Player_DisableSkirt::SetSkirtAlpha(float InValue) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceANS_Player_DisableSkirt", "SetSkirtAlpha");
Params::NoceANS_Player_DisableSkirt_SetSkirtAlpha Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceScrollItemWidget.GetIsSelected
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceScrollItemWidget::GetIsSelected()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceScrollItemWidget", "GetIsSelected");
Params::NoceScrollItemWidget_GetIsSelected Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceScrollItemWidget.RefreshObject
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UObject* Object (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceScrollItemWidget::RefreshObject(class UObject* Object)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceScrollItemWidget", "RefreshObject");
Params::NoceScrollItemWidget_RefreshObject Parms{};
Parms.Object = Object;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePickupsPoint.CanRegisterSaveData
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePickupsPoint::CanRegisterSaveData()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickupsPoint", "CanRegisterSaveData");
Params::NocePickupsPoint_CanRegisterSaveData Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePickupsPoint.CheckIfDeployedDataFit
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePickupsPoint::CheckIfDeployedDataFit()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickupsPoint", "CheckIfDeployedDataFit");
Params::NocePickupsPoint_CheckIfDeployedDataFit Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePickupsPoint.DoSetTriggerBox
// (Native, Public, BlueprintCallable)
void ANocePickupsPoint::DoSetTriggerBox()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickupsPoint", "DoSetTriggerBox");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePickupsPoint.GenerateDynamicPickups
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// TSubclassOf<class ANoceInteractableBase>InInteractable (Parm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool InIsForceGenerate (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class ANoceInteractableBase* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class ANoceInteractableBase* ANocePickupsPoint::GenerateDynamicPickups(TSubclassOf<class ANoceInteractableBase> InInteractable, bool InIsForceGenerate)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickupsPoint", "GenerateDynamicPickups");
Params::NocePickupsPoint_GenerateDynamicPickups Parms{};
Parms.InInteractable = InInteractable;
Parms.InIsForceGenerate = InIsForceGenerate;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePickupsPoint.GeneratePickupsByCurrentState
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class ANoceInteractableBase* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class ANoceInteractableBase* ANocePickupsPoint::GeneratePickupsByCurrentState()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickupsPoint", "GeneratePickupsByCurrentState");
Params::NocePickupsPoint_GeneratePickupsByCurrentState Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePickupsPoint.OnActorModified_BP
// (Event, Public, BlueprintEvent)
void ANocePickupsPoint::OnActorModified_BP()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickupsPoint", "OnActorModified_BP");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameNoce.NocePickupsPoint.OnPickupsGenerateDynamically_BP
// (Event, Public, BlueprintEvent)
void ANocePickupsPoint::OnPickupsGenerateDynamically_BP()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickupsPoint", "OnPickupsGenerateDynamically_BP");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameNoce.NocePickupsPoint.OnSetupPickups_BP
// (Event, Public, BlueprintCallable, BlueprintEvent)
void ANocePickupsPoint::OnSetupPickups_BP()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickupsPoint", "OnSetupPickups_BP");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameNoce.NocePickupsPoint.RemovePickups
// (Final, Native, Public, BlueprintCallable)
void ANocePickupsPoint::RemovePickups()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickupsPoint", "RemovePickups");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePickupsPoint.SetupEvntPickups_BP
// (Event, Public, BlueprintEvent)
void ANocePickupsPoint::SetupEvntPickups_BP()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickupsPoint", "SetupEvntPickups_BP");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameNoce.NocePickupsPoint.SetupSpawnedPickups
// (Final, Native, Public, BlueprintCallable)
void ANocePickupsPoint::SetupSpawnedPickups()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickupsPoint", "SetupSpawnedPickups");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePickupsPoint.ShowDebugSelection
// (Native, Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool IsShow (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePickupsPoint::ShowDebugSelection(bool IsShow)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickupsPoint", "ShowDebugSelection");
Params::NocePickupsPoint_ShowDebugSelection Parms{};
Parms.IsShow = IsShow;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePickupsPoint.ShowDynamicPickupsDebugInfo
// (Native, Event, Public, BlueprintCallable, BlueprintEvent)
void ANocePickupsPoint::ShowDynamicPickupsDebugInfo()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickupsPoint", "ShowDynamicPickupsDebugInfo");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePickupsPoint.UpdateSpawnedPickups
// (Final, Native, Public, BlueprintCallable)
void ANocePickupsPoint::UpdateSpawnedPickups()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickupsPoint", "UpdateSpawnedPickups");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePickupsPoint.CanBeDynamicCandidate
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 InGroupTypeBitmask (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePickupsPoint::CanBeDynamicCandidate(int32 InGroupTypeBitmask) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickupsPoint", "CanBeDynamicCandidate");
Params::NocePickupsPoint_CanBeDynamicCandidate Parms{};
Parms.InGroupTypeBitmask = InGroupTypeBitmask;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePickupsPoint.IsCurrentDynamicProgressTag
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePickupsPoint::IsCurrentDynamicProgressTag() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickupsPoint", "IsCurrentDynamicProgressTag");
Params::NocePickupsPoint_IsCurrentDynamicProgressTag Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceANS_TimedNiagaraEffect.OnAttackTraceHit
// (Final, Native, Protected, HasOutParams, Const)
// Parameters:
// const TArray<struct FNoceAttackHitResult>&InHitResults (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
void UNoceANS_TimedNiagaraEffect::OnAttackTraceHit(const TArray<struct FNoceAttackHitResult>& InHitResults) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceANS_TimedNiagaraEffect", "OnAttackTraceHit");
Params::NoceANS_TimedNiagaraEffect_OnAttackTraceHit Parms{};
Parms.InHitResults = std::move(InHitResults);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSellPopResultWidget.ShowResult
// (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// int32 InTotalValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const TArray<struct FNoceOfferingEffectData>&InOfferingEffects (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSellPopResultWidget::ShowResult(int32 InTotalValue, const TArray<struct FNoceOfferingEffectData>& InOfferingEffects, bool* NoUse)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSellPopResultWidget", "ShowResult");
Params::NoceSellPopResultWidget_ShowResult Parms{};
Parms.InTotalValue = InTotalValue;
Parms.InOfferingEffects = std::move(InOfferingEffects);
UObject::ProcessEvent(Func, &Parms);
if (NoUse != nullptr)
*NoUse = Parms.NoUse;
}
// Function GameNoce.NocePlayerAdditionalColComponent.CanEnableColHead
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerAdditionalColComponent::CanEnableColHead()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerAdditionalColComponent", "CanEnableColHead");
Params::NocePlayerAdditionalColComponent_CanEnableColHead Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerAdditionalColComponent.GetColHead
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class USphereComponent* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class USphereComponent* UNocePlayerAdditionalColComponent::GetColHead()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerAdditionalColComponent", "GetColHead");
Params::NocePlayerAdditionalColComponent_GetColHead Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerAdditionalColComponent.HandleOnPossessed
// (Final, Native, Protected)
// Parameters:
// bool InPossessed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerAdditionalColComponent::HandleOnPossessed(bool InPossessed)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerAdditionalColComponent", "HandleOnPossessed");
Params::NocePlayerAdditionalColComponent_HandleOnPossessed Parms{};
Parms.InPossessed = InPossessed;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerAdditionalColComponent.OnGameplayTagChanged
// (Final, Native, Protected, HasOutParams)
// Parameters:
// const struct FGameplayTag& Tag (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool TagExist (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerAdditionalColComponent::OnGameplayTagChanged(const struct FGameplayTag& Tag, bool TagExist)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerAdditionalColComponent", "OnGameplayTagChanged");
Params::NocePlayerAdditionalColComponent_OnGameplayTagChanged Parms{};
Parms.Tag = std::move(Tag);
Parms.TagExist = TagExist;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerAdditionalColComponent.RegisterOnPossessed
// (Final, Native, Protected)
void UNocePlayerAdditionalColComponent::RegisterOnPossessed()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerAdditionalColComponent", "RegisterOnPossessed");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerAdditionalColComponent.SetColHeadCollisionEnable
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// bool InEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerAdditionalColComponent::SetColHeadCollisionEnable(bool InEnable)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerAdditionalColComponent", "SetColHeadCollisionEnable");
Params::NocePlayerAdditionalColComponent_SetColHeadCollisionEnable Parms{};
Parms.InEnable = InEnable;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerAdditionalColComponent.ToggleDrawDebug
// (Final, Native, Public, BlueprintCallable)
void UNocePlayerAdditionalColComponent::ToggleDrawDebug()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerAdditionalColComponent", "ToggleDrawDebug");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceArrowWidget.OnMouseButtonDownArrow
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FGeometry& InGeometry (Parm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// const struct FPointerEvent& InMouseEvent (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// struct FEventReply ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FEventReply UNoceArrowWidget::OnMouseButtonDownArrow(const struct FGeometry& InGeometry, const struct FPointerEvent& InMouseEvent)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceArrowWidget", "OnMouseButtonDownArrow");
Params::NoceArrowWidget_OnMouseButtonDownArrow Parms{};
Parms.InGeometry = std::move(InGeometry);
Parms.InMouseEvent = std::move(InMouseEvent);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceArrowWidget.OnReset
// (Final, Native, Public, BlueprintCallable)
void UNoceArrowWidget::OnReset()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceArrowWidget", "OnReset");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceArrowWidget.OnSelect
// (Final, Native, Public, BlueprintCallable)
void UNoceArrowWidget::OnSelect()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceArrowWidget", "OnSelect");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceArrowWidget.OnSelectCompleted
// (Final, Native, Public, BlueprintCallable)
void UNoceArrowWidget::OnSelectCompleted()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceArrowWidget", "OnSelectCompleted");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAssignLipSyncTool.AssignLipSyncMontageToLine
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UDataTable* InTable (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName InRowName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FNoceDialogSet& DialogSet (Parm, NativeAccessSpecifierPublic)
// int32 LineIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UAnimMontage* AnimMontage (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceAssignLipSyncTool::AssignLipSyncMontageToLine(class UDataTable* InTable, class FName InRowName, const struct FNoceDialogSet& DialogSet, int32 LineIndex, class UAnimMontage* AnimMontage)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAssignLipSyncTool", "AssignLipSyncMontageToLine");
Params::NoceAssignLipSyncTool_AssignLipSyncMontageToLine Parms{};
Parms.InTable = InTable;
Parms.InRowName = InRowName;
Parms.DialogSet = std::move(DialogSet);
Parms.LineIndex = LineIndex;
Parms.AnimMontage = AnimMontage;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCharacterAttributeSet.SetArmorClamped
// (Native, Protected)
// Parameters:
// float NewHealth (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCharacterAttributeSet::SetArmorClamped(float NewHealth)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCharacterAttributeSet", "SetArmorClamped");
Params::NoceCharacterAttributeSet_SetArmorClamped Parms{};
Parms.NewHealth = NewHealth;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCharacterAttributeSet.SetHealthClamped
// (Native, Protected)
// Parameters:
// float NewHealth (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCharacterAttributeSet::SetHealthClamped(float NewHealth)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCharacterAttributeSet", "SetHealthClamped");
Params::NoceCharacterAttributeSet_SetHealthClamped Parms{};
Parms.NewHealth = NewHealth;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerAttributeSet.SetClawTransformClamped
// (Native, Public)
// Parameters:
// float NewTransfom (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerAttributeSet::SetClawTransformClamped(float NewTransfom)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerAttributeSet", "SetClawTransformClamped");
Params::NocePlayerAttributeSet_SetClawTransformClamped Parms{};
Parms.NewTransfom = NewTransfom;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerAttributeSet.SetCurrentMaxSanityClamped
// (Native, Public)
// Parameters:
// float NewCurrentMaxSanity (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerAttributeSet::SetCurrentMaxSanityClamped(float NewCurrentMaxSanity)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerAttributeSet", "SetCurrentMaxSanityClamped");
Params::NocePlayerAttributeSet_SetCurrentMaxSanityClamped Parms{};
Parms.NewCurrentMaxSanity = NewCurrentMaxSanity;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerAttributeSet.SetSanityClamped
// (Native, Public)
// Parameters:
// float NewSanity (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerAttributeSet::SetSanityClamped(float NewSanity)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerAttributeSet", "SetSanityClamped");
Params::NocePlayerAttributeSet_SetSanityClamped Parms{};
Parms.NewSanity = NewSanity;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerAttributeSet.SetStaminaClamped
// (Native, Public)
// Parameters:
// float NewStamian (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerAttributeSet::SetStaminaClamped(float NewStamian)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerAttributeSet", "SetStaminaClamped");
Params::NocePlayerAttributeSet_SetStaminaClamped Parms{};
Parms.NewStamian = NewStamian;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAsyncLoadSeqPreloadData.AsyncLoadSeqPreloadData
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FNoceSeqData& SeqData (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// class UNoceAsyncLoadSeqPreloadData* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UNoceAsyncLoadSeqPreloadData* UNoceAsyncLoadSeqPreloadData::AsyncLoadSeqPreloadData(class UObject* WorldContextObject, const struct FNoceSeqData& SeqData)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceAsyncLoadSeqPreloadData", "AsyncLoadSeqPreloadData");
Params::NoceAsyncLoadSeqPreloadData_AsyncLoadSeqPreloadData Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.SeqData = std::move(SeqData);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAsyncTaskAttributeChanged.ListenForAttributeChange
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UAbilitySystemComponent* AbilitySystemComponent (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayAttribute& Attribute (Parm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UNoceAsyncTaskAttributeChanged* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UNoceAsyncTaskAttributeChanged* UNoceAsyncTaskAttributeChanged::ListenForAttributeChange(class UAbilitySystemComponent* AbilitySystemComponent, const struct FGameplayAttribute& Attribute)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceAsyncTaskAttributeChanged", "ListenForAttributeChange");
Params::NoceAsyncTaskAttributeChanged_ListenForAttributeChange Parms{};
Parms.AbilitySystemComponent = AbilitySystemComponent;
Parms.Attribute = std::move(Attribute);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAsyncTaskAttributeChanged.ListenForAttributesChange
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UAbilitySystemComponent* AbilitySystemComponent (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const TArray<struct FGameplayAttribute>&Attributes (Parm, ZeroConstructor, NativeAccessSpecifierPublic)
// class UNoceAsyncTaskAttributeChanged* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UNoceAsyncTaskAttributeChanged* UNoceAsyncTaskAttributeChanged::ListenForAttributesChange(class UAbilitySystemComponent* AbilitySystemComponent, const TArray<struct FGameplayAttribute>& Attributes)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceAsyncTaskAttributeChanged", "ListenForAttributesChange");
Params::NoceAsyncTaskAttributeChanged_ListenForAttributesChange Parms{};
Parms.AbilitySystemComponent = AbilitySystemComponent;
Parms.Attributes = std::move(Attributes);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAsyncTaskAttributeChanged.EndTask
// (Final, Native, Public, BlueprintCallable)
void UNoceAsyncTaskAttributeChanged::EndTask()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAsyncTaskAttributeChanged", "EndTask");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAttachmentBaseComponent.DoAttach
// (Native, Public, BlueprintCallable)
void UNoceAttachmentBaseComponent::DoAttach()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAttachmentBaseComponent", "DoAttach");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAttachmentBaseComponent.OnOwnerActorDestroyed
// (Final, Native, Protected)
// Parameters:
// class AActor* InActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAttachmentBaseComponent::OnOwnerActorDestroyed(class AActor* InActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAttachmentBaseComponent", "OnOwnerActorDestroyed");
Params::NoceAttachmentBaseComponent_OnOwnerActorDestroyed Parms{};
Parms.InActor = InActor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAttachmentBaseComponent.PreviewAttach
// (Final, Native, Protected)
void UNoceAttachmentBaseComponent::PreviewAttach()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAttachmentBaseComponent", "PreviewAttach");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAttachmentBaseComponent.SetAttachmentHidden
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool Hidden (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAttachmentBaseComponent::SetAttachmentHidden(bool Hidden)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAttachmentBaseComponent", "SetAttachmentHidden");
Params::NoceAttachmentBaseComponent_SetAttachmentHidden Parms{};
Parms.Hidden = Hidden;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSaveSubsystem.AddGameOverCount
// (Final, Native, Public, BlueprintCallable)
void UNoceSaveSubsystem::AddGameOverCount()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveSubsystem", "AddGameOverCount");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSaveSubsystem.AnyGameSlotExist
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceSaveSubsystem::AnyGameSlotExist()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveSubsystem", "AnyGameSlotExist");
Params::NoceSaveSubsystem_AnyGameSlotExist Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSaveSubsystem.AutoLoadContinueGameSave
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceSaveSubsystem::AutoLoadContinueGameSave()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveSubsystem", "AutoLoadContinueGameSave");
Params::NoceSaveSubsystem_AutoLoadContinueGameSave Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSaveSubsystem.AutoLoadGameData_BP
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceSaveSubsystem::AutoLoadGameData_BP()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveSubsystem", "AutoLoadGameData_BP");
Params::NoceSaveSubsystem_AutoLoadGameData_BP Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSaveSubsystem.AutoSaveGameData_BP
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName LocationName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* InActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceSaveSubsystem::AutoSaveGameData_BP(class FName LocationName, class AActor* InActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveSubsystem", "AutoSaveGameData_BP");
Params::NoceSaveSubsystem_AutoSaveGameData_BP Parms{};
Parms.LocationName = LocationName;
Parms.InActor = InActor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSaveSubsystem.CacheCheckPointActor
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor* Actor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName LocationName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSaveSubsystem::CacheCheckPointActor(class AActor* Actor, class FName LocationName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveSubsystem", "CacheCheckPointActor");
Params::NoceSaveSubsystem_CacheCheckPointActor Parms{};
Parms.Actor = Actor;
Parms.LocationName = LocationName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSaveSubsystem.CacheSpecifyStartTransform
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// const struct FTransform& InTransform (Parm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const TArray<class FName>& WorldTriggerSetting (Parm, ZeroConstructor, NativeAccessSpecifierPublic)
void UNoceSaveSubsystem::CacheSpecifyStartTransform(const struct FTransform& InTransform, const TArray<class FName>& WorldTriggerSetting)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveSubsystem", "CacheSpecifyStartTransform");
Params::NoceSaveSubsystem_CacheSpecifyStartTransform Parms{};
Parms.InTransform = std::move(InTransform);
Parms.WorldTriggerSetting = std::move(WorldTriggerSetting);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSaveSubsystem.ClearCheckPointActor
// (Final, Native, Public, BlueprintCallable)
void UNoceSaveSubsystem::ClearCheckPointActor()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveSubsystem", "ClearCheckPointActor");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSaveSubsystem.ClearCurrentGameData
// (Final, Native, Public, BlueprintCallable)
void UNoceSaveSubsystem::ClearCurrentGameData()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveSubsystem", "ClearCurrentGameData");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSaveSubsystem.ClearTemporarySaveGame
// (Final, Native, Public, BlueprintCallable)
void UNoceSaveSubsystem::ClearTemporarySaveGame()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveSubsystem", "ClearTemporarySaveGame");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSaveSubsystem.DeleteAllAutoSaveGameData
// (Final, Native, Public, BlueprintCallable)
void UNoceSaveSubsystem::DeleteAllAutoSaveGameData()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveSubsystem", "DeleteAllAutoSaveGameData");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSaveSubsystem.DeleteAllGameData
// (Final, Native, Public, BlueprintCallable)
void UNoceSaveSubsystem::DeleteAllGameData()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveSubsystem", "DeleteAllGameData");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSaveSubsystem.DeleteAllManualSaveGameData
// (Final, Native, Public, BlueprintCallable)
void UNoceSaveSubsystem::DeleteAllManualSaveGameData()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveSubsystem", "DeleteAllManualSaveGameData");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSaveSubsystem.DeleteGameData
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceSaveSubsystem::DeleteGameData(int32 Index_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveSubsystem", "DeleteGameData");
Params::NoceSaveSubsystem_DeleteGameData Parms{};
Parms.Index_0 = Index_0;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSaveSubsystem.DeleteSystemData
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceSaveSubsystem::DeleteSystemData()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveSubsystem", "DeleteSystemData");
Params::NoceSaveSubsystem_DeleteSystemData Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSaveSubsystem.DeserializeGameDataBeforeOpenLevel
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceSaveSubsystem::DeserializeGameDataBeforeOpenLevel()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveSubsystem", "DeserializeGameDataBeforeOpenLevel");
Params::NoceSaveSubsystem_DeserializeGameDataBeforeOpenLevel Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSaveSubsystem.DeserializeGameDataOnStart
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceSaveSubsystem::DeserializeGameDataOnStart()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveSubsystem", "DeserializeGameDataOnStart");
Params::NoceSaveSubsystem_DeserializeGameDataOnStart Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSaveSubsystem.DoesGameSlotExist
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceSaveSubsystem::DoesGameSlotExist(int32 Index_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveSubsystem", "DoesGameSlotExist");
Params::NoceSaveSubsystem_DoesGameSlotExist Parms{};
Parms.Index_0 = Index_0;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSaveSubsystem.DoesSystemSlotExist
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceSaveSubsystem::DoesSystemSlotExist()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveSubsystem", "DoesSystemSlotExist");
Params::NoceSaveSubsystem_DoesSystemSlotExist Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSaveSubsystem.GetAutoSaveCount
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UNoceSaveSubsystem::GetAutoSaveCount()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveSubsystem", "GetAutoSaveCount");
Params::NoceSaveSubsystem_GetAutoSaveCount Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSaveSubsystem.GetAutoSaveLastIndex
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UNoceSaveSubsystem::GetAutoSaveLastIndex()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveSubsystem", "GetAutoSaveLastIndex");
Params::NoceSaveSubsystem_GetAutoSaveLastIndex Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSaveSubsystem.GetAutoSaveSlotIndex
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UNoceSaveSubsystem::GetAutoSaveSlotIndex()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveSubsystem", "GetAutoSaveSlotIndex");
Params::NoceSaveSubsystem_GetAutoSaveSlotIndex Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSaveSubsystem.GetAutoSaveStartIndex
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UNoceSaveSubsystem::GetAutoSaveStartIndex()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveSubsystem", "GetAutoSaveStartIndex");
Params::NoceSaveSubsystem_GetAutoSaveStartIndex Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSaveSubsystem.GetCurrentSaveGame
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UNoceSaveGame* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UNoceSaveGame* UNoceSaveSubsystem::GetCurrentSaveGame()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveSubsystem", "GetCurrentSaveGame");
Params::NoceSaveSubsystem_GetCurrentSaveGame Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSaveSubsystem.GetCurrentSaveGameSlotIndex
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UNoceSaveSubsystem::GetCurrentSaveGameSlotIndex()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveSubsystem", "GetCurrentSaveGameSlotIndex");
Params::NoceSaveSubsystem_GetCurrentSaveGameSlotIndex Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSaveSubsystem.GetGameSaveMaxIndex
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UNoceSaveSubsystem::GetGameSaveMaxIndex()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveSubsystem", "GetGameSaveMaxIndex");
Params::NoceSaveSubsystem_GetGameSaveMaxIndex Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSaveSubsystem.GetLastLoadGameSlotIndex
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UNoceSaveSubsystem::GetLastLoadGameSlotIndex()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveSubsystem", "GetLastLoadGameSlotIndex");
Params::NoceSaveSubsystem_GetLastLoadGameSlotIndex Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSaveSubsystem.GetLastManualSaveSlotIndex
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UNoceSaveSubsystem::GetLastManualSaveSlotIndex()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveSubsystem", "GetLastManualSaveSlotIndex");
Params::NoceSaveSubsystem_GetLastManualSaveSlotIndex Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSaveSubsystem.GetLastTimeStampSlotIndex
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool StartFromAutoSlot (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UNoceSaveSubsystem::GetLastTimeStampSlotIndex(bool StartFromAutoSlot)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveSubsystem", "GetLastTimeStampSlotIndex");
Params::NoceSaveSubsystem_GetLastTimeStampSlotIndex Parms{};
Parms.StartFromAutoSlot = StartFromAutoSlot;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSaveSubsystem.GetManualSaveStartIndex
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UNoceSaveSubsystem::GetManualSaveStartIndex()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveSubsystem", "GetManualSaveStartIndex");
Params::NoceSaveSubsystem_GetManualSaveStartIndex Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSaveSubsystem.GetSaveGameByIndex
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UNoceSaveGame* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UNoceSaveGame* UNoceSaveSubsystem::GetSaveGameByIndex(int32 Index_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveSubsystem", "GetSaveGameByIndex");
Params::NoceSaveSubsystem_GetSaveGameByIndex Parms{};
Parms.Index_0 = Index_0;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSaveSubsystem.GetSaveGameBySlot
// (Final, Native, Public)
// Parameters:
// const class FString& SlotName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UNoceSaveGame* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UNoceSaveGame* UNoceSaveSubsystem::GetSaveGameBySlot(const class FString& SlotName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveSubsystem", "GetSaveGameBySlot");
Params::NoceSaveSubsystem_GetSaveGameBySlot Parms{};
Parms.SlotName = std::move(SlotName);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSaveSubsystem.GetSaveGameList
// (Final, Native, Public)
// Parameters:
// bool StartFromAutoSlot (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class UNoceSaveGame*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class UNoceSaveGame*> UNoceSaveSubsystem::GetSaveGameList(bool StartFromAutoSlot)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveSubsystem", "GetSaveGameList");
Params::NoceSaveSubsystem_GetSaveGameList Parms{};
Parms.StartFromAutoSlot = StartFromAutoSlot;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSaveSubsystem.GetSaveLoadObjectList
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool StartFromAutoSlot (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class USaveLoadUIObject*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class USaveLoadUIObject*> UNoceSaveSubsystem::GetSaveLoadObjectList(bool StartFromAutoSlot)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveSubsystem", "GetSaveLoadObjectList");
Params::NoceSaveSubsystem_GetSaveLoadObjectList Parms{};
Parms.StartFromAutoSlot = StartFromAutoSlot;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSaveSubsystem.GetSuitableManualSaveSlot
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UNoceSaveSubsystem::GetSuitableManualSaveSlot()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveSubsystem", "GetSuitableManualSaveSlot");
Params::NoceSaveSubsystem_GetSuitableManualSaveSlot Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSaveSubsystem.GetSystemSaveGame
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UNoceSystemSaveGame* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UNoceSystemSaveGame* UNoceSaveSubsystem::GetSystemSaveGame()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveSubsystem", "GetSystemSaveGame");
Params::NoceSaveSubsystem_GetSystemSaveGame Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSaveSubsystem.HasLoadedGame
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceSaveSubsystem::HasLoadedGame()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveSubsystem", "HasLoadedGame");
Params::NoceSaveSubsystem_HasLoadedGame Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSaveSubsystem.IsAutoSaveSlot
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// const int32 InIndex (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceSaveSubsystem::IsAutoSaveSlot(const int32 InIndex)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveSubsystem", "IsAutoSaveSlot");
Params::NoceSaveSubsystem_IsAutoSaveSlot Parms{};
Parms.InIndex = InIndex;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSaveSubsystem.IsBusy
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceSaveSubsystem::IsBusy()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveSubsystem", "IsBusy");
Params::NoceSaveSubsystem_IsBusy Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSaveSubsystem.IsCheckPointAlreadySaved
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FGameplayTag& InProgressTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceSaveSubsystem::IsCheckPointAlreadySaved(const struct FGameplayTag& InProgressTag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveSubsystem", "IsCheckPointAlreadySaved");
Params::NoceSaveSubsystem_IsCheckPointAlreadySaved Parms{};
Parms.InProgressTag = std::move(InProgressTag);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSaveSubsystem.IsManualSaveSlot
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// const int32 InIndex (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceSaveSubsystem::IsManualSaveSlot(const int32 InIndex)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveSubsystem", "IsManualSaveSlot");
Params::NoceSaveSubsystem_IsManualSaveSlot Parms{};
Parms.InIndex = InIndex;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSaveSubsystem.IsPlayGoRangeTag
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FGameplayTag& InProgressTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceSaveSubsystem::IsPlayGoRangeTag(const struct FGameplayTag& InProgressTag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveSubsystem", "IsPlayGoRangeTag");
Params::NoceSaveSubsystem_IsPlayGoRangeTag Parms{};
Parms.InProgressTag = std::move(InProgressTag);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSaveSubsystem.IsTemporarySaveExist
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceSaveSubsystem::IsTemporarySaveExist()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveSubsystem", "IsTemporarySaveExist");
Params::NoceSaveSubsystem_IsTemporarySaveExist Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSaveSubsystem.LoadGameData_BP
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceSaveSubsystem::LoadGameData_BP(int32 Index_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveSubsystem", "LoadGameData_BP");
Params::NoceSaveSubsystem_LoadGameData_BP Parms{};
Parms.Index_0 = Index_0;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSaveSubsystem.LoadTemporarySaveGameData
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceSaveSubsystem::LoadTemporarySaveGameData()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveSubsystem", "LoadTemporarySaveGameData");
Params::NoceSaveSubsystem_LoadTemporarySaveGameData Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSaveSubsystem.MakeClearGameData
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const int32 Index_0 (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ENoceEndingType ClearEndingType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ClearProgress (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSaveSubsystem::MakeClearGameData(const int32 Index_0, ENoceEndingType ClearEndingType, bool ClearProgress)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveSubsystem", "MakeClearGameData");
Params::NoceSaveSubsystem_MakeClearGameData Parms{};
Parms.Index_0 = Index_0;
Parms.ClearEndingType = ClearEndingType;
Parms.ClearProgress = ClearProgress;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSaveSubsystem.MakeSaveGameData
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName LocationName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* InActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSaveSubsystem::MakeSaveGameData(int32 Index_0, class FName LocationName, class AActor* InActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveSubsystem", "MakeSaveGameData");
Params::NoceSaveSubsystem_MakeSaveGameData Parms{};
Parms.Index_0 = Index_0;
Parms.LocationName = LocationName;
Parms.InActor = InActor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSaveSubsystem.MakeTemporarySaveGameData
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor* InActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSaveSubsystem::MakeTemporarySaveGameData(class AActor* InActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveSubsystem", "MakeTemporarySaveGameData");
Params::NoceSaveSubsystem_MakeTemporarySaveGameData Parms{};
Parms.InActor = InActor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSaveSubsystem.RequestLoadGeneralActor
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor* InActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool RestoreTransform (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceSaveSubsystem::RequestLoadGeneralActor(class AActor* InActor, bool RestoreTransform)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveSubsystem", "RequestLoadGeneralActor");
Params::NoceSaveSubsystem_RequestLoadGeneralActor Parms{};
Parms.InActor = InActor;
Parms.RestoreTransform = RestoreTransform;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSaveSubsystem.RequestLoadSubsystem
// (Final, Native, Public)
// Parameters:
// class UObject* InObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSaveSubsystem::RequestLoadSubsystem(class UObject* InObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveSubsystem", "RequestLoadSubsystem");
Params::NoceSaveSubsystem_RequestLoadSubsystem Parms{};
Parms.InObject = InObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSaveSubsystem.RequestSaveGeneralActor
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor* InActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool InExistForever (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceSaveSubsystem::RequestSaveGeneralActor(class AActor* InActor, bool InExistForever)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveSubsystem", "RequestSaveGeneralActor");
Params::NoceSaveSubsystem_RequestSaveGeneralActor Parms{};
Parms.InActor = InActor;
Parms.InExistForever = InExistForever;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSaveSubsystem.RequestSaveSubsystem
// (Final, Native, Public)
// Parameters:
// class UObject* InObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSaveSubsystem::RequestSaveSubsystem(class UObject* InObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveSubsystem", "RequestSaveSubsystem");
Params::NoceSaveSubsystem_RequestSaveSubsystem Parms{};
Parms.InObject = InObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSaveSubsystem.ResetSpecifyTransform
// (Final, Native, Public, BlueprintCallable)
void UNoceSaveSubsystem::ResetSpecifyTransform()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveSubsystem", "ResetSpecifyTransform");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSaveSubsystem.SaveClearGame
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const int32 Index_0 (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ENoceEndingType ClearEndingType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ClearProgress (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceSaveSubsystem::SaveClearGame(const int32 Index_0, ENoceEndingType ClearEndingType, bool ClearProgress)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveSubsystem", "SaveClearGame");
Params::NoceSaveSubsystem_SaveClearGame Parms{};
Parms.Index_0 = Index_0;
Parms.ClearEndingType = ClearEndingType;
Parms.ClearProgress = ClearProgress;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSaveSubsystem.SaveGameData_BP
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName LocationName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* InActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceSaveSubsystem::SaveGameData_BP(int32 Index_0, class FName LocationName, class AActor* InActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveSubsystem", "SaveGameData_BP");
Params::NoceSaveSubsystem_SaveGameData_BP Parms{};
Parms.Index_0 = Index_0;
Parms.LocationName = LocationName;
Parms.InActor = InActor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSaveSubsystem.SaveSystemSave
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceSaveSubsystem::SaveSystemSave()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveSubsystem", "SaveSystemSave");
Params::NoceSaveSubsystem_SaveSystemSave Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSaveSubsystem.TransferToUIObject
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const class UNoceSaveGame* SaveGame (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class USaveLoadUIObject* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class USaveLoadUIObject* UNoceSaveSubsystem::TransferToUIObject(const class UNoceSaveGame* SaveGame)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveSubsystem", "TransferToUIObject");
Params::NoceSaveSubsystem_TransferToUIObject Parms{};
Parms.SaveGame = SaveGame;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSaveSubsystem.GetPlatformUserIndex
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UNoceSaveSubsystem::GetPlatformUserIndex() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveSubsystem", "GetPlatformUserIndex");
Params::NoceSaveSubsystem_GetPlatformUserIndex Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAttackTraceComponent.DoTraceByAttackID
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// int32 InAttackID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName InComboName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName InAttackTraceName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& InStartLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FRotator& InStartRotation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// const struct FVector& InEndLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FRotator& InEndRotation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// float InRadiusRatio (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAttackTraceComponent::DoTraceByAttackID(int32 InAttackID, class FName InComboName, class FName InAttackTraceName, const struct FVector& InStartLocation, const struct FRotator& InStartRotation, const struct FVector& InEndLocation, const struct FRotator& InEndRotation, float InRadiusRatio)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAttackTraceComponent", "DoTraceByAttackID");
Params::NoceAttackTraceComponent_DoTraceByAttackID Parms{};
Parms.InAttackID = InAttackID;
Parms.InComboName = InComboName;
Parms.InAttackTraceName = InAttackTraceName;
Parms.InStartLocation = std::move(InStartLocation);
Parms.InStartRotation = std::move(InStartRotation);
Parms.InEndLocation = std::move(InEndLocation);
Parms.InEndRotation = std::move(InEndRotation);
Parms.InRadiusRatio = InRadiusRatio;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAttackTraceComponent.EndTraceByAttackID
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 AttackID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAttackTraceComponent::EndTraceByAttackID(int32 AttackID)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAttackTraceComponent", "EndTraceByAttackID");
Params::NoceAttackTraceComponent_EndTraceByAttackID Parms{};
Parms.AttackID = AttackID;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAttackTraceComponent.GetIsEnable
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceAttackTraceComponent::GetIsEnable()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAttackTraceComponent", "GetIsEnable");
Params::NoceAttackTraceComponent_GetIsEnable Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceAttackTraceComponent.SetIsDuringAttack
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAttackTraceComponent::SetIsDuringAttack(bool InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAttackTraceComponent", "SetIsDuringAttack");
Params::NoceAttackTraceComponent_SetIsDuringAttack Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAttackTraceComponent.SetIsEnable
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InVale (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAttackTraceComponent::SetIsEnable(bool InVale)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAttackTraceComponent", "SetIsEnable");
Params::NoceAttackTraceComponent_SetIsEnable Parms{};
Parms.InVale = InVale;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceAttackTraceComponent.StartTraceByAttackID
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 AttackID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceAttackTraceComponent::StartTraceByAttackID(int32 AttackID)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceAttackTraceComponent", "StartTraceByAttackID");
Params::NoceAttackTraceComponent_StartTraceByAttackID Parms{};
Parms.AttackID = AttackID;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceTableRowHandleLibrary.GetChapterJumpDataTable
// (Final, Native, Static, Public)
// Parameters:
// class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UDataTable* UNoceTableRowHandleLibrary::GetChapterJumpDataTable()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceTableRowHandleLibrary", "GetChapterJumpDataTable");
Params::NoceTableRowHandleLibrary_GetChapterJumpDataTable Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceTableRowHandleLibrary.GetConsumableDataTable
// (Final, Native, Static, Public)
// Parameters:
// class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UDataTable* UNoceTableRowHandleLibrary::GetConsumableDataTable()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceTableRowHandleLibrary", "GetConsumableDataTable");
Params::NoceTableRowHandleLibrary_GetConsumableDataTable Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceTableRowHandleLibrary.GetDarknessDataTable
// (Final, Native, Static, Public)
// Parameters:
// class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UDataTable* UNoceTableRowHandleLibrary::GetDarknessDataTable()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceTableRowHandleLibrary", "GetDarknessDataTable");
Params::NoceTableRowHandleLibrary_GetDarknessDataTable Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceTableRowHandleLibrary.GetDirLightDataTable
// (Final, Native, Static, Public)
// Parameters:
// class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UDataTable* UNoceTableRowHandleLibrary::GetDirLightDataTable()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceTableRowHandleLibrary", "GetDirLightDataTable");
Params::NoceTableRowHandleLibrary_GetDirLightDataTable Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceTableRowHandleLibrary.GetFogNiagaraTable
// (Final, Native, Static, Public)
// Parameters:
// class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UDataTable* UNoceTableRowHandleLibrary::GetFogNiagaraTable()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceTableRowHandleLibrary", "GetFogNiagaraTable");
Params::NoceTableRowHandleLibrary_GetFogNiagaraTable Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceTableRowHandleLibrary.GetHeightFogDataTable
// (Final, Native, Static, Public)
// Parameters:
// class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UDataTable* UNoceTableRowHandleLibrary::GetHeightFogDataTable()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceTableRowHandleLibrary", "GetHeightFogDataTable");
Params::NoceTableRowHandleLibrary_GetHeightFogDataTable Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceTableRowHandleLibrary.GetHinaCharMeshTypeDataTable
// (Final, Native, Static, Public)
// Parameters:
// class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UDataTable* UNoceTableRowHandleLibrary::GetHinaCharMeshTypeDataTable()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceTableRowHandleLibrary", "GetHinaCharMeshTypeDataTable");
Params::NoceTableRowHandleLibrary_GetHinaCharMeshTypeDataTable Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceTableRowHandleLibrary.GetInputActionToKeyDataTable
// (Final, Native, Static, Public)
// Parameters:
// class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UDataTable* UNoceTableRowHandleLibrary::GetInputActionToKeyDataTable()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceTableRowHandleLibrary", "GetInputActionToKeyDataTable");
Params::NoceTableRowHandleLibrary_GetInputActionToKeyDataTable Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceTableRowHandleLibrary.GetKeyItemDataTable
// (Final, Native, Static, Public)
// Parameters:
// class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UDataTable* UNoceTableRowHandleLibrary::GetKeyItemDataTable()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceTableRowHandleLibrary", "GetKeyItemDataTable");
Params::NoceTableRowHandleLibrary_GetKeyItemDataTable Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceTableRowHandleLibrary.GetKeyItemEmaDataTable
// (Final, Native, Static, Public)
// Parameters:
// class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UDataTable* UNoceTableRowHandleLibrary::GetKeyItemEmaDataTable()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceTableRowHandleLibrary", "GetKeyItemEmaDataTable");
Params::NoceTableRowHandleLibrary_GetKeyItemEmaDataTable Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceTableRowHandleLibrary.GetLanternNiagaraTable
// (Final, Native, Static, Public)
// Parameters:
// class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UDataTable* UNoceTableRowHandleLibrary::GetLanternNiagaraTable()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceTableRowHandleLibrary", "GetLanternNiagaraTable");
Params::NoceTableRowHandleLibrary_GetLanternNiagaraTable Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceTableRowHandleLibrary.GetLetterDataTable
// (Final, Native, Static, Public)
// Parameters:
// class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UDataTable* UNoceTableRowHandleLibrary::GetLetterDataTable()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceTableRowHandleLibrary", "GetLetterDataTable");
Params::NoceTableRowHandleLibrary_GetLetterDataTable Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceTableRowHandleLibrary.GetLetterGroupDataTable
// (Final, Native, Static, Public)
// Parameters:
// class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UDataTable* UNoceTableRowHandleLibrary::GetLetterGroupDataTable()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceTableRowHandleLibrary", "GetLetterGroupDataTable");
Params::NoceTableRowHandleLibrary_GetLetterGroupDataTable Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceTableRowHandleLibrary.GetLocationDataTable
// (Final, Native, Static, Public)
// Parameters:
// class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UDataTable* UNoceTableRowHandleLibrary::GetLocationDataTable()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceTableRowHandleLibrary", "GetLocationDataTable");
Params::NoceTableRowHandleLibrary_GetLocationDataTable Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceTableRowHandleLibrary.GetLumenTranslucencyTable
// (Final, Native, Static, Public)
// Parameters:
// class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UDataTable* UNoceTableRowHandleLibrary::GetLumenTranslucencyTable()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceTableRowHandleLibrary", "GetLumenTranslucencyTable");
Params::NoceTableRowHandleLibrary_GetLumenTranslucencyTable Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceTableRowHandleLibrary.GetNotebookCharacterContentDataTable
// (Final, Native, Static, Public)
// Parameters:
// class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UDataTable* UNoceTableRowHandleLibrary::GetNotebookCharacterContentDataTable()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceTableRowHandleLibrary", "GetNotebookCharacterContentDataTable");
Params::NoceTableRowHandleLibrary_GetNotebookCharacterContentDataTable Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceTableRowHandleLibrary.GetNotebookCharacterNameDataTable
// (Final, Native, Static, Public)
// Parameters:
// class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UDataTable* UNoceTableRowHandleLibrary::GetNotebookCharacterNameDataTable()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceTableRowHandleLibrary", "GetNotebookCharacterNameDataTable");
Params::NoceTableRowHandleLibrary_GetNotebookCharacterNameDataTable Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceTableRowHandleLibrary.GetNotebookEnemyContentDataTable
// (Final, Native, Static, Public)
// Parameters:
// class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UDataTable* UNoceTableRowHandleLibrary::GetNotebookEnemyContentDataTable()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceTableRowHandleLibrary", "GetNotebookEnemyContentDataTable");
Params::NoceTableRowHandleLibrary_GetNotebookEnemyContentDataTable Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceTableRowHandleLibrary.GetNotebookEnemyNameDataTable
// (Final, Native, Static, Public)
// Parameters:
// class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UDataTable* UNoceTableRowHandleLibrary::GetNotebookEnemyNameDataTable()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceTableRowHandleLibrary", "GetNotebookEnemyNameDataTable");
Params::NoceTableRowHandleLibrary_GetNotebookEnemyNameDataTable Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceTableRowHandleLibrary.GetNotebookInfoContentDataTable
// (Final, Native, Static, Public)
// Parameters:
// class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UDataTable* UNoceTableRowHandleLibrary::GetNotebookInfoContentDataTable()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceTableRowHandleLibrary", "GetNotebookInfoContentDataTable");
Params::NoceTableRowHandleLibrary_GetNotebookInfoContentDataTable Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceTableRowHandleLibrary.GetNotebookInfoNameDataTable
// (Final, Native, Static, Public)
// Parameters:
// class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UDataTable* UNoceTableRowHandleLibrary::GetNotebookInfoNameDataTable()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceTableRowHandleLibrary", "GetNotebookInfoNameDataTable");
Params::NoceTableRowHandleLibrary_GetNotebookInfoNameDataTable Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceTableRowHandleLibrary.GetNotebookPuzzleContentDataTable
// (Final, Native, Static, Public)
// Parameters:
// class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UDataTable* UNoceTableRowHandleLibrary::GetNotebookPuzzleContentDataTable()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceTableRowHandleLibrary", "GetNotebookPuzzleContentDataTable");
Params::NoceTableRowHandleLibrary_GetNotebookPuzzleContentDataTable Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceTableRowHandleLibrary.GetNotebookPuzzleNameDataTable
// (Final, Native, Static, Public)
// Parameters:
// class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UDataTable* UNoceTableRowHandleLibrary::GetNotebookPuzzleNameDataTable()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceTableRowHandleLibrary", "GetNotebookPuzzleNameDataTable");
Params::NoceTableRowHandleLibrary_GetNotebookPuzzleNameDataTable Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceTableRowHandleLibrary.GetNotebookTutorialContentDataTable
// (Final, Native, Static, Public)
// Parameters:
// class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UDataTable* UNoceTableRowHandleLibrary::GetNotebookTutorialContentDataTable()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceTableRowHandleLibrary", "GetNotebookTutorialContentDataTable");
Params::NoceTableRowHandleLibrary_GetNotebookTutorialContentDataTable Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceTableRowHandleLibrary.GetNotebookTutorialNameDataTable
// (Final, Native, Static, Public)
// Parameters:
// class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UDataTable* UNoceTableRowHandleLibrary::GetNotebookTutorialNameDataTable()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceTableRowHandleLibrary", "GetNotebookTutorialNameDataTable");
Params::NoceTableRowHandleLibrary_GetNotebookTutorialNameDataTable Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceTableRowHandleLibrary.GetOmamoriDataTable
// (Final, Native, Static, Public)
// Parameters:
// class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UDataTable* UNoceTableRowHandleLibrary::GetOmamoriDataTable()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceTableRowHandleLibrary", "GetOmamoriDataTable");
Params::NoceTableRowHandleLibrary_GetOmamoriDataTable Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceTableRowHandleLibrary.GetPickupsDeploymentDataTable
// (Final, Native, Static, Public)
// Parameters:
// class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UDataTable* UNoceTableRowHandleLibrary::GetPickupsDeploymentDataTable()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceTableRowHandleLibrary", "GetPickupsDeploymentDataTable");
Params::NoceTableRowHandleLibrary_GetPickupsDeploymentDataTable Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceTableRowHandleLibrary.GetSkyAtmosphereDataTable
// (Final, Native, Static, Public)
// Parameters:
// class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UDataTable* UNoceTableRowHandleLibrary::GetSkyAtmosphereDataTable()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceTableRowHandleLibrary", "GetSkyAtmosphereDataTable");
Params::NoceTableRowHandleLibrary_GetSkyAtmosphereDataTable Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceTableRowHandleLibrary.GetSkyDomeDataTable
// (Final, Native, Static, Public)
// Parameters:
// class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UDataTable* UNoceTableRowHandleLibrary::GetSkyDomeDataTable()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceTableRowHandleLibrary", "GetSkyDomeDataTable");
Params::NoceTableRowHandleLibrary_GetSkyDomeDataTable Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceTableRowHandleLibrary.GetSkyLightDataTable
// (Final, Native, Static, Public)
// Parameters:
// class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UDataTable* UNoceTableRowHandleLibrary::GetSkyLightDataTable()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceTableRowHandleLibrary", "GetSkyLightDataTable");
Params::NoceTableRowHandleLibrary_GetSkyLightDataTable Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceTableRowHandleLibrary.GetSSFSDataTable
// (Final, Native, Static, Public)
// Parameters:
// class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UDataTable* UNoceTableRowHandleLibrary::GetSSFSDataTable()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceTableRowHandleLibrary", "GetSSFSDataTable");
Params::NoceTableRowHandleLibrary_GetSSFSDataTable Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceTableRowHandleLibrary.GetSweetLightDataTable
// (Final, Native, Static, Public)
// Parameters:
// class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UDataTable* UNoceTableRowHandleLibrary::GetSweetLightDataTable()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceTableRowHandleLibrary", "GetSweetLightDataTable");
Params::NoceTableRowHandleLibrary_GetSweetLightDataTable Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceTableRowHandleLibrary.GetTutorialDataTable
// (Final, Native, Static, Public)
// Parameters:
// class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UDataTable* UNoceTableRowHandleLibrary::GetTutorialDataTable()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceTableRowHandleLibrary", "GetTutorialDataTable");
Params::NoceTableRowHandleLibrary_GetTutorialDataTable Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceTableRowHandleLibrary.GetVolumetricsFogDataTable
// (Final, Native, Static, Public)
// Parameters:
// class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UDataTable* UNoceTableRowHandleLibrary::GetVolumetricsFogDataTable()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceTableRowHandleLibrary", "GetVolumetricsFogDataTable");
Params::NoceTableRowHandleLibrary_GetVolumetricsFogDataTable Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceTableRowHandleLibrary.GetWeaponDataTable
// (Final, Native, Static, Public)
// Parameters:
// class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UDataTable* UNoceTableRowHandleLibrary::GetWeaponDataTable()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceTableRowHandleLibrary", "GetWeaponDataTable");
Params::NoceTableRowHandleLibrary_GetWeaponDataTable Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceTableRowHandleLibrary.GetWindDataTable
// (Final, Native, Static, Public)
// Parameters:
// class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UDataTable* UNoceTableRowHandleLibrary::GetWindDataTable()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceTableRowHandleLibrary", "GetWindDataTable");
Params::NoceTableRowHandleLibrary_GetWindDataTable Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceBasePlayerController.IsPlayerReady
// (Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceBasePlayerController::IsPlayerReady()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceBasePlayerController", "IsPlayerReady");
Params::NoceBasePlayerController_IsPlayerReady Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceBasePlayerController.OnSettingChanged
// (Final, Native, Protected)
// Parameters:
// class UNoceSystemSaveGame* SystemSave (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceBasePlayerController::OnSettingChanged(class UNoceSystemSaveGame* SystemSave)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceBasePlayerController", "OnSettingChanged");
Params::NoceBasePlayerController_OnSettingChanged Parms{};
Parms.SystemSave = SystemSave;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceBattleDialogComponent.OnGameProgressChanged
// (Final, Native, Protected)
// Parameters:
// const struct FGameplayTag& NewTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceBattleDialogComponent::OnGameProgressChanged(const struct FGameplayTag& NewTag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceBattleDialogComponent", "OnGameProgressChanged");
Params::NoceBattleDialogComponent_OnGameProgressChanged Parms{};
Parms.NewTag = std::move(NewTag);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceBattleDialogComponent.RequestDialog
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName DialogRowName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceBattleDialogComponent::RequestDialog(class FName DialogRowName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceBattleDialogComponent", "RequestDialog");
Params::NoceBattleDialogComponent_RequestDialog Parms{};
Parms.DialogRowName = DialogRowName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceBattlePositionSubsystem.GetDistanceScore
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float Distance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNoceBattlePositionSubsystem::GetDistanceScore(float Distance)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceBattlePositionSubsystem", "GetDistanceScore");
Params::NoceBattlePositionSubsystem_GetDistanceScore Parms{};
Parms.Distance = Distance;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceBattlePositionSubsystem.GetDistanceScoreByLocation
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FVector& v1 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector* v2 (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNoceBattlePositionSubsystem::GetDistanceScoreByLocation(const struct FVector& v1, struct FVector* v2)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceBattlePositionSubsystem", "GetDistanceScoreByLocation");
Params::NoceBattlePositionSubsystem_GetDistanceScoreByLocation Parms{};
Parms.v1 = std::move(v1);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (v2 != nullptr)
*v2 = std::move(Parms.v2);
return Parms.ReturnValue;
}
// Function GameNoce.NoceBattlePositionSubsystem.IsSystemEnabled
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceBattlePositionSubsystem::IsSystemEnabled()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceBattlePositionSubsystem", "IsSystemEnabled");
Params::NoceBattlePositionSubsystem_IsSystemEnabled Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceBattlePositionSubsystem.IsSystemOperating
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceBattlePositionSubsystem::IsSystemOperating()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceBattlePositionSubsystem", "IsSystemOperating");
Params::NoceBattlePositionSubsystem_IsSystemOperating Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceBattlePositionSubsystem.OnPlayerEnterEvent
// (Final, Native, Protected)
void UNoceBattlePositionSubsystem::OnPlayerEnterEvent()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceBattlePositionSubsystem", "OnPlayerEnterEvent");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceBattlePositionSubsystem.OnPlayerExitEvent
// (Final, Native, Protected)
void UNoceBattlePositionSubsystem::OnPlayerExitEvent()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceBattlePositionSubsystem", "OnPlayerExitEvent");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceBattlePositionSubsystem.OnSystemEnabledChanged
// (Event, Protected, BlueprintEvent)
// Parameters:
// bool NewValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceBattlePositionSubsystem::OnSystemEnabledChanged(bool NewValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceBattlePositionSubsystem", "OnSystemEnabledChanged");
Params::NoceBattlePositionSubsystem_OnSystemEnabledChanged Parms{};
Parms.NewValue = NewValue;
UObject::ProcessEvent(Func, &Parms);
}
// Function GameNoce.NoceBattlePositionSubsystem.SetDevForceOperating
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceBattlePositionSubsystem::SetDevForceOperating(bool InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceBattlePositionSubsystem", "SetDevForceOperating");
Params::NoceBattlePositionSubsystem_SetDevForceOperating Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceBattlePositionSubsystem.SetSystemEnabled
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool IsForce (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceBattlePositionSubsystem::SetSystemEnabled(bool InValue, bool IsForce)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceBattlePositionSubsystem", "SetSystemEnabled");
Params::NoceBattlePositionSubsystem_SetSystemEnabled Parms{};
Parms.InValue = InValue;
Parms.IsForce = IsForce;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceRegistryFunctionLibrary.GetGamepadType
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// ENoceInputDeviceType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ENoceInputDeviceType UNoceRegistryFunctionLibrary::GetGamepadType()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceRegistryFunctionLibrary", "GetGamepadType");
Params::NoceRegistryFunctionLibrary_GetGamepadType Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceBinkSubsystem.PreloadBinkVideo_BP
// (Event, Public, HasOutParams, BlueprintEvent)
// Parameters:
// const struct FNoceBinkPreloadData& InData (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
void UNoceBinkSubsystem::PreloadBinkVideo_BP(const struct FNoceBinkPreloadData& InData)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceBinkSubsystem", "PreloadBinkVideo_BP");
Params::NoceBinkSubsystem_PreloadBinkVideo_BP Parms{};
Parms.InData = std::move(InData);
UObject::ProcessEvent(Func, &Parms);
}
// Function GameNoce.NoceShortcutItemWidget.DirectUse
// (Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceShortcutItemWidget::DirectUse()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceShortcutItemWidget", "DirectUse");
Params::NoceShortcutItemWidget_DirectUse Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function GameNoce.NoceBodyPartGroupComponent.AddActiveGroups
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const TArray<class FName>& InGroupNames (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
void UNoceBodyPartGroupComponent::AddActiveGroups(const TArray<class FName>& InGroupNames)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceBodyPartGroupComponent", "AddActiveGroups");
Params::NoceBodyPartGroupComponent_AddActiveGroups Parms{};
Parms.InGroupNames = std::move(InGroupNames);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceBodyPartGroupComponent.CostBodyPartGroupHealth
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// bool DebugLog (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName InBodyPartGroupName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool InIsLimitHealth (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool* OutIsBreak (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool* OutIsDamageToHealth (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceBodyPartGroupComponent::CostBodyPartGroupHealth(bool DebugLog, class FName InBodyPartGroupName, float InValue, bool InIsLimitHealth, bool* OutIsBreak, bool* OutIsDamageToHealth)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceBodyPartGroupComponent", "CostBodyPartGroupHealth");
Params::NoceBodyPartGroupComponent_CostBodyPartGroupHealth Parms{};
Parms.DebugLog = DebugLog;
Parms.InBodyPartGroupName = InBodyPartGroupName;
Parms.InValue = InValue;
Parms.InIsLimitHealth = InIsLimitHealth;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutIsBreak != nullptr)
*OutIsBreak = Parms.OutIsBreak;
if (OutIsDamageToHealth != nullptr)
*OutIsDamageToHealth = Parms.OutIsDamageToHealth;
}
// Function GameNoce.NoceBodyPartGroupComponent.GetActiveGroupsString
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class FString UNoceBodyPartGroupComponent::GetActiveGroupsString()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceBodyPartGroupComponent", "GetActiveGroupsString");
Params::NoceBodyPartGroupComponent_GetActiveGroupsString Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceBodyPartGroupComponent.PrintActiveGroups
// (Final, Native, Public, BlueprintCallable)
void UNoceBodyPartGroupComponent::PrintActiveGroups()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceBodyPartGroupComponent", "PrintActiveGroups");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceBodyPartGroupComponent.RemoveActiveGroups
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const TArray<class FName>& InGroupNames (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
void UNoceBodyPartGroupComponent::RemoveActiveGroups(const TArray<class FName>& InGroupNames)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceBodyPartGroupComponent", "RemoveActiveGroups");
Params::NoceBodyPartGroupComponent_RemoveActiveGroups Parms{};
Parms.InGroupNames = std::move(InGroupNames);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceBodyPartGroupComponent.RemoveAllActiveGroups
// (Final, Native, Public, BlueprintCallable)
void UNoceBodyPartGroupComponent::RemoveAllActiveGroups()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceBodyPartGroupComponent", "RemoveAllActiveGroups");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceBodyPartGroupComponent.ResetBodyPartGroupHealthToMax
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName InBodyPartGroupName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceBodyPartGroupComponent::ResetBodyPartGroupHealthToMax(class FName InBodyPartGroupName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceBodyPartGroupComponent", "ResetBodyPartGroupHealthToMax");
Params::NoceBodyPartGroupComponent_ResetBodyPartGroupHealthToMax Parms{};
Parms.InBodyPartGroupName = InBodyPartGroupName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSuperArmorComponent.EndSuperArmor
// (Final, Native, Public, BlueprintCallable)
void UNoceSuperArmorComponent::EndSuperArmor()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSuperArmorComponent", "EndSuperArmor");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSuperArmorComponent.IsSuperArmor
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceSuperArmorComponent::IsSuperArmor()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSuperArmorComponent", "IsSuperArmor");
Params::NoceSuperArmorComponent_IsSuperArmor Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSuperArmorComponent.StartSuperArmor
// (Final, Native, Public, BlueprintCallable)
void UNoceSuperArmorComponent::StartSuperArmor()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSuperArmorComponent", "StartSuperArmor");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCharacter.AddPushOffset
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// const struct FVector& InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceCharacter::AddPushOffset(const struct FVector& InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCharacter", "AddPushOffset");
Params::NoceCharacter_AddPushOffset Parms{};
Parms.InValue = std::move(InValue);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCharacter.CheckNoHealthLoss
// (Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceCharacter::CheckNoHealthLoss()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCharacter", "CheckNoHealthLoss");
Params::NoceCharacter_CheckNoHealthLoss Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceCharacter.CreateCineActorComponent
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const TArray<class FName>& InTags (Parm, ZeroConstructor, NativeAccessSpecifierPublic)
// const struct FNoceCineActorSeqStopData& CineCharSetting (Parm, NoDestructor, NativeAccessSpecifierPublic)
void ANoceCharacter::CreateCineActorComponent(const TArray<class FName>& InTags, const struct FNoceCineActorSeqStopData& CineCharSetting)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCharacter", "CreateCineActorComponent");
Params::NoceCharacter_CreateCineActorComponent Parms{};
Parms.InTags = std::move(InTags);
Parms.CineCharSetting = std::move(CineCharSetting);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCharacter.Die
// (Native, Public, BlueprintCallable)
void ANoceCharacter::Die()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCharacter", "Die");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCharacter.DisplayDebug_BP
// (Event, Protected, HasOutParams, BlueprintEvent)
// Parameters:
// class UCanvas* Canvas (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float& YL (Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float& YPos (Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceCharacter::DisplayDebug_BP(class UCanvas* Canvas, float& YL, float& YPos)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCharacter", "DisplayDebug_BP");
Params::NoceCharacter_DisplayDebug_BP Parms{};
Parms.Canvas = Canvas;
Parms.YL = YL;
Parms.YPos = YPos;
UObject::ProcessEvent(Func, &Parms);
YL = Parms.YL;
YPos = Parms.YPos;
}
// Function GameNoce.NoceCharacter.GetARandomCharMeshType
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// const TArray<class FName>& ForbiddenNames (Parm, ZeroConstructor, NativeAccessSpecifierPublic)
// class FName ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class FName ANoceCharacter::GetARandomCharMeshType(const TArray<class FName>& ForbiddenNames)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCharacter", "GetARandomCharMeshType");
Params::NoceCharacter_GetARandomCharMeshType Parms{};
Parms.ForbiddenNames = std::move(ForbiddenNames);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceCharacter.GetCharacterName
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const class FName ReturnValue (ConstParm, Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
const class FName ANoceCharacter::GetCharacterName()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCharacter", "GetCharacterName");
Params::NoceCharacter_GetCharacterName Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceCharacter.GetCharMeshTypeComment
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const class FName& InRowName (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class FString ANoceCharacter::GetCharMeshTypeComment(const class FName& InRowName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCharacter", "GetCharMeshTypeComment");
Params::NoceCharacter_GetCharMeshTypeComment Parms{};
Parms.InRowName = InRowName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceCharacter.GetCharMeshTypeRowNames
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// TArray<class FName> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class FName> ANoceCharacter::GetCharMeshTypeRowNames()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCharacter", "GetCharMeshTypeRowNames");
Params::NoceCharacter_GetCharMeshTypeRowNames Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceCharacter.GetCurrentWeapon
// (Native, Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class ANoceWeapon* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class ANoceWeapon* ANoceCharacter::GetCurrentWeapon()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCharacter", "GetCurrentWeapon");
Params::NoceCharacter_GetCurrentWeapon Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceCharacter.GetDieCount
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 ANoceCharacter::GetDieCount()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCharacter", "GetDieCount");
Params::NoceCharacter_GetDieCount Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceCharacter.GetEnablePushOffset
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceCharacter::GetEnablePushOffset()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCharacter", "GetEnablePushOffset");
Params::NoceCharacter_GetEnablePushOffset Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceCharacter.GetHair
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class USkeletalMeshComponent* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class USkeletalMeshComponent* ANoceCharacter::GetHair()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCharacter", "GetHair");
Params::NoceCharacter_GetHair Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceCharacter.GetHead
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class USkeletalMeshComponent* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class USkeletalMeshComponent* ANoceCharacter::GetHead()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCharacter", "GetHead");
Params::NoceCharacter_GetHead Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceCharacter.GetLogicalName
// (Native, Public, BlueprintCallable)
// Parameters:
// const class FName ReturnValue (ConstParm, Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
const class FName ANoceCharacter::GetLogicalName()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCharacter", "GetLogicalName");
Params::NoceCharacter_GetLogicalName Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceCharacter.GetSecondsScineBeginPlay
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// double ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
double ANoceCharacter::GetSecondsScineBeginPlay()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCharacter", "GetSecondsScineBeginPlay");
Params::NoceCharacter_GetSecondsScineBeginPlay Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceCharacter.GetSoundComponent
// (Native, Public, BlueprintCallable)
// Parameters:
// class UNeoAudioSoundComponent* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UNeoAudioSoundComponent* ANoceCharacter::GetSoundComponent()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCharacter", "GetSoundComponent");
Params::NoceCharacter_GetSoundComponent Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceCharacter.GetSpawnerLocation
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
struct FVector ANoceCharacter::GetSpawnerLocation()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCharacter", "GetSpawnerLocation");
Params::NoceCharacter_GetSpawnerLocation Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceCharacter.GetSuicideDead
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceCharacter::GetSuicideDead()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCharacter", "GetSuicideDead");
Params::NoceCharacter_GetSuicideDead Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceCharacter.HandleInputAxis
// (Final, Native, Protected)
// Parameters:
// ENoceInputAxis InInputAxis (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceCharacter::HandleInputAxis(ENoceInputAxis InInputAxis, float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCharacter", "HandleInputAxis");
Params::NoceCharacter_HandleInputAxis Parms{};
Parms.InInputAxis = InInputAxis;
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCharacter.HasCurrentWeapon
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceCharacter::HasCurrentWeapon()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCharacter", "HasCurrentWeapon");
Params::NoceCharacter_HasCurrentWeapon Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceCharacter.InitSkinnedDecal
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent)
void ANoceCharacter::InitSkinnedDecal()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCharacter", "InitSkinnedDecal");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCharacter.InitSkinnedDecalForPreview
// (Final, Native, Protected, BlueprintCallable)
void ANoceCharacter::InitSkinnedDecalForPreview()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCharacter", "InitSkinnedDecalForPreview");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCharacter.IsCurrentlyUnderAttack
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceCharacter::IsCurrentlyUnderAttack()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCharacter", "IsCurrentlyUnderAttack");
Params::NoceCharacter_IsCurrentlyUnderAttack Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceCharacter.IsCurrentWeaponVisible
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceCharacter::IsCurrentWeaponVisible()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCharacter", "IsCurrentWeaponVisible");
Params::NoceCharacter_IsCurrentWeaponVisible Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceCharacter.MoveForward
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// float Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceCharacter::MoveForward(float Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCharacter", "MoveForward");
Params::NoceCharacter_MoveForward Parms{};
Parms.Value = Value;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCharacter.MoveRight
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// float Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceCharacter::MoveRight(float Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCharacter", "MoveRight");
Params::NoceCharacter_MoveRight Parms{};
Parms.Value = Value;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCharacter.OnDamaged
// (Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FNoceAttackHitResult& AttackHitResult (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)
void ANoceCharacter::OnDamaged(const struct FNoceAttackHitResult& AttackHitResult)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCharacter", "OnDamaged");
Params::NoceCharacter_OnDamaged Parms{};
Parms.AttackHitResult = std::move(AttackHitResult);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCharacter.OnLoadGameSave_BP
// (Event, Public, BlueprintEvent)
void ANoceCharacter::OnLoadGameSave_BP()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCharacter", "OnLoadGameSave_BP");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameNoce.NoceCharacter.OnLoadRecord
// (Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FNoceCharacterRecord& InRecord (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
void ANoceCharacter::OnLoadRecord(const struct FNoceCharacterRecord& InRecord)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCharacter", "OnLoadRecord");
Params::NoceCharacter_OnLoadRecord Parms{};
Parms.InRecord = std::move(InRecord);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCharacter.OnPostSignificance
// (Native, Event, Protected, BlueprintEvent)
// Parameters:
// class ANoceCharacter* Character (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float Significance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceCharacter::OnPostSignificance(class ANoceCharacter* Character, float Significance)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCharacter", "OnPostSignificance");
Params::NoceCharacter_OnPostSignificance Parms{};
Parms.Character = Character;
Parms.Significance = Significance;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCharacter.OnSaveRecord
// (Native, Public, BlueprintCallable)
// Parameters:
// struct FNoceCharacterRecord ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FNoceCharacterRecord ANoceCharacter::OnSaveRecord()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCharacter", "OnSaveRecord");
Params::NoceCharacter_OnSaveRecord Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceCharacter.OnSaveRecord_BP
// (Event, Public, BlueprintEvent)
void ANoceCharacter::OnSaveRecord_BP()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCharacter", "OnSaveRecord_BP");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameNoce.NoceCharacter.PlayHeadMontage
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UAnimMontage* MontageToPlay (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool StopAllMontages (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ANoceCharacter::PlayHeadMontage(class UAnimMontage* MontageToPlay, bool StopAllMontages)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCharacter", "PlayHeadMontage");
Params::NoceCharacter_PlayHeadMontage Parms{};
Parms.MontageToPlay = MontageToPlay;
Parms.StopAllMontages = StopAllMontages;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceCharacter.ProcessCharMeshType_BP
// (Event, Protected, HasOutParams, BlueprintEvent)
// Parameters:
// const struct FNoceCharMeshDataRow& InDataRow (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
void ANoceCharacter::ProcessCharMeshType_BP(const struct FNoceCharMeshDataRow& InDataRow)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCharacter", "ProcessCharMeshType_BP");
Params::NoceCharacter_ProcessCharMeshType_BP Parms{};
Parms.InDataRow = std::move(InDataRow);
UObject::ProcessEvent(Func, &Parms);
}
// Function GameNoce.NoceCharacter.ResetDieCount
// (Final, Native, Public, BlueprintCallable)
void ANoceCharacter::ResetDieCount()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCharacter", "ResetDieCount");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCharacter.Revive
// (Native, Public, BlueprintCallable)
void ANoceCharacter::Revive()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCharacter", "Revive");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCharacter.SetArmor
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceCharacter::SetArmor(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCharacter", "SetArmor");
Params::NoceCharacter_SetArmor Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCharacter.SetAutoAdjustWalkSpeed
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool Enable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceCharacter::SetAutoAdjustWalkSpeed(bool Enable)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCharacter", "SetAutoAdjustWalkSpeed");
Params::NoceCharacter_SetAutoAdjustWalkSpeed Parms{};
Parms.Enable = Enable;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCharacter.SetHeadTracking
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool bEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceCharacter::SetHeadTracking(bool bEnable)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCharacter", "SetHeadTracking");
Params::NoceCharacter_SetHeadTracking Parms{};
Parms.bEnable = bEnable;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCharacter.SetHealth
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceCharacter::SetHealth(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCharacter", "SetHealth");
Params::NoceCharacter_SetHealth Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCharacter.SetHealthByRatio
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float InRatio (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceCharacter::SetHealthByRatio(float InRatio)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCharacter", "SetHealthByRatio");
Params::NoceCharacter_SetHealthByRatio Parms{};
Parms.InRatio = InRatio;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCharacter.SetPushOffset
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// const struct FVector& InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceCharacter::SetPushOffset(const struct FVector& InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCharacter", "SetPushOffset");
Params::NoceCharacter_SetPushOffset Parms{};
Parms.InValue = std::move(InValue);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCharacter.SetPushOffsetEnable
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool bEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceCharacter::SetPushOffsetEnable(bool bEnable)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCharacter", "SetPushOffsetEnable");
Params::NoceCharacter_SetPushOffsetEnable Parms{};
Parms.bEnable = bEnable;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCharacter.SetSpawner
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class ANoceAISpawner* Spawner (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceCharacter::SetSpawner(class ANoceAISpawner* Spawner)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCharacter", "SetSpawner");
Params::NoceCharacter_SetSpawner Parms{};
Parms.Spawner = Spawner;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCharacter.SetSpawnMontagePlayed
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool bPlayed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceCharacter::SetSpawnMontagePlayed(bool bPlayed)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCharacter", "SetSpawnMontagePlayed");
Params::NoceCharacter_SetSpawnMontagePlayed Parms{};
Parms.bPlayed = bPlayed;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCharacter.SetSuicideDead
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceCharacter::SetSuicideDead(bool InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCharacter", "SetSuicideDead");
Params::NoceCharacter_SetSuicideDead Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCharacter.SwitchToRunSpeed
// (Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool Enable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceCharacter::SwitchToRunSpeed(bool Enable)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCharacter", "SwitchToRunSpeed");
Params::NoceCharacter_SwitchToRunSpeed Parms{};
Parms.Enable = Enable;
UObject::ProcessEvent(Func, &Parms);
}
// Function GameNoce.NoceCharacter.TryLoadRecord
// (Native, Public, BlueprintCallable)
void ANoceCharacter::TryLoadRecord()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCharacter", "TryLoadRecord");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCharacter.UpdateCharMeshType
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const class FName& InRowName (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bForceUpdate (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceCharacter::UpdateCharMeshType(const class FName& InRowName, bool bForceUpdate)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCharacter", "UpdateCharMeshType");
Params::NoceCharacter_UpdateCharMeshType Parms{};
Parms.InRowName = InRowName;
Parms.bForceUpdate = bForceUpdate;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceCharacter.GetAbilityLevel
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// ENoceAbilityInputID AbilityID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ANoceCharacter::GetAbilityLevel(ENoceAbilityInputID AbilityID) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCharacter", "GetAbilityLevel");
Params::NoceCharacter_GetAbilityLevel Parms{};
Parms.AbilityID = AbilityID;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceCharacter.GetArmor
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ANoceCharacter::GetArmor() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCharacter", "GetArmor");
Params::NoceCharacter_GetArmor Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceCharacter.GetCharacterLevel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ANoceCharacter::GetCharacterLevel() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCharacter", "GetCharacterLevel");
Params::NoceCharacter_GetCharacterLevel Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceCharacter.GetCharacterTag
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FGameplayTag ReturnValue (Parm, OutParm, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
struct FGameplayTag ANoceCharacter::GetCharacterTag() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCharacter", "GetCharacterTag");
Params::NoceCharacter_GetCharacterTag Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceCharacter.GetGenericTeamId
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FGenericTeamId ReturnValue (Parm, OutParm, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
struct FGenericTeamId ANoceCharacter::GetGenericTeamId() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCharacter", "GetGenericTeamId");
Params::NoceCharacter_GetGenericTeamId Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceCharacter.GetHealth
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ANoceCharacter::GetHealth() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCharacter", "GetHealth");
Params::NoceCharacter_GetHealth Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceCharacter.GetHealthRatio
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ANoceCharacter::GetHealthRatio() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCharacter", "GetHealthRatio");
Params::NoceCharacter_GetHealthRatio Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceCharacter.GetInitialAttributeLevel
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 ANoceCharacter::GetInitialAttributeLevel() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCharacter", "GetInitialAttributeLevel");
Params::NoceCharacter_GetInitialAttributeLevel Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceCharacter.GetMaxArmor
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ANoceCharacter::GetMaxArmor() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCharacter", "GetMaxArmor");
Params::NoceCharacter_GetMaxArmor Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceCharacter.GetMaxHealth
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ANoceCharacter::GetMaxHealth() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCharacter", "GetMaxHealth");
Params::NoceCharacter_GetMaxHealth Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceCharacter.GetMySpawner
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class ANoceAISpawner* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class ANoceAISpawner* ANoceCharacter::GetMySpawner() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCharacter", "GetMySpawner");
Params::NoceCharacter_GetMySpawner Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceCharacter.IsAlive
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceCharacter::IsAlive() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCharacter", "IsAlive");
Params::NoceCharacter_IsAlive Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceCharacter.IsInLinkConstPosition
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceCharacter::IsInLinkConstPosition() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCharacter", "IsInLinkConstPosition");
Params::NoceCharacter_IsInLinkConstPosition Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceCharacter.IsInLinking
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceCharacter::IsInLinking() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCharacter", "IsInLinking");
Params::NoceCharacter_IsInLinking Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceCharacter.IsInLinkMotion
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceCharacter::IsInLinkMotion() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCharacter", "IsInLinkMotion");
Params::NoceCharacter_IsInLinkMotion Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceCharacter.IsInLinkMotionCoolDown
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceCharacter::IsInLinkMotionCoolDown() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCharacter", "IsInLinkMotionCoolDown");
Params::NoceCharacter_IsInLinkMotionCoolDown Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceCharacter.IsSpawnMontagePlayed
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceCharacter::IsSpawnMontagePlayed() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCharacter", "IsSpawnMontagePlayed");
Params::NoceCharacter_IsSpawnMontagePlayed Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceTutorialSubsystem.CompleteAllTutorial
// (Final, Native, Public, BlueprintCallable)
void UNoceTutorialSubsystem::CompleteAllTutorial()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTutorialSubsystem", "CompleteAllTutorial");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceTutorialSubsystem.EndTutorial
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENoceTutorialType TutorialType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceTutorialSubsystem::EndTutorial(ENoceTutorialType TutorialType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTutorialSubsystem", "EndTutorial");
Params::NoceTutorialSubsystem_EndTutorial Parms{};
Parms.TutorialType = TutorialType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceTutorialSubsystem.EndTutorialByName
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName TutorialName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceTutorialSubsystem::EndTutorialByName(class FName TutorialName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTutorialSubsystem", "EndTutorialByName");
Params::NoceTutorialSubsystem_EndTutorialByName Parms{};
Parms.TutorialName = TutorialName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceTutorialSubsystem.EndTutorialByRowHandle
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const struct FNoceTutorialDataRowHandle&RowHandle (Parm, NoDestructor, NativeAccessSpecifierPublic)
void UNoceTutorialSubsystem::EndTutorialByRowHandle(const struct FNoceTutorialDataRowHandle& RowHandle)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTutorialSubsystem", "EndTutorialByRowHandle");
Params::NoceTutorialSubsystem_EndTutorialByRowHandle Parms{};
Parms.RowHandle = std::move(RowHandle);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceTutorialSubsystem.InitializeData
// (Final, Native, Public, BlueprintCallable)
void UNoceTutorialSubsystem::InitializeData()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTutorialSubsystem", "InitializeData");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceTutorialSubsystem.IsClearAll
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceTutorialSubsystem::IsClearAll()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTutorialSubsystem", "IsClearAll");
Params::NoceTutorialSubsystem_IsClearAll Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceTutorialSubsystem.IsCleared
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// ENoceTutorialType TutorialType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceTutorialSubsystem::IsCleared(ENoceTutorialType TutorialType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTutorialSubsystem", "IsCleared");
Params::NoceTutorialSubsystem_IsCleared Parms{};
Parms.TutorialType = TutorialType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceTutorialSubsystem.IsInProgress
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// ENoceTutorialType TutorialType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceTutorialSubsystem::IsInProgress(ENoceTutorialType TutorialType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTutorialSubsystem", "IsInProgress");
Params::NoceTutorialSubsystem_IsInProgress Parms{};
Parms.TutorialType = TutorialType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceTutorialSubsystem.StartTutorial
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENoceTutorialType TutorialType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceTutorialSubsystem::StartTutorial(ENoceTutorialType TutorialType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTutorialSubsystem", "StartTutorial");
Params::NoceTutorialSubsystem_StartTutorial Parms{};
Parms.TutorialType = TutorialType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceTutorialSubsystem.StartTutorialByName
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName TutorialName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceTutorialSubsystem::StartTutorialByName(class FName TutorialName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTutorialSubsystem", "StartTutorialByName");
Params::NoceTutorialSubsystem_StartTutorialByName Parms{};
Parms.TutorialName = TutorialName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceTutorialSubsystem.StartTutorialByRowHandle
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const struct FNoceTutorialDataRowHandle&RowHandle (Parm, NoDestructor, NativeAccessSpecifierPublic)
void UNoceTutorialSubsystem::StartTutorialByRowHandle(const struct FNoceTutorialDataRowHandle& RowHandle)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTutorialSubsystem", "StartTutorialByRowHandle");
Params::NoceTutorialSubsystem_StartTutorialByRowHandle Parms{};
Parms.RowHandle = std::move(RowHandle);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCharacterMovementComponent.SetMoveSpeedRatio
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCharacterMovementComponent::SetMoveSpeedRatio(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCharacterMovementComponent", "SetMoveSpeedRatio");
Params::NoceCharacterMovementComponent_SetMoveSpeedRatio Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceWepShortcutItemWidget.SetWeapon
// (Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class FName ID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InDurability (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceWepShortcutItemWidget::SetWeapon(class FName ID, float InDurability)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWepShortcutItemWidget", "SetWeapon");
Params::NoceWepShortcutItemWidget_SetWeapon Parms{};
Parms.ID = ID;
Parms.InDurability = InDurability;
UObject::ProcessEvent(Func, &Parms);
}
// Function GameNoce.NoceCheatActivityExtension.Debug_CancelAndHideActivity
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatActivityExtension::Debug_CancelAndHideActivity()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatActivityExtension", "Debug_CancelAndHideActivity");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatActivityExtension.Debug_CompleteAndHideActivity
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatActivityExtension::Debug_CompleteAndHideActivity()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatActivityExtension", "Debug_CompleteAndHideActivity");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatActivityExtension.Debug_EndActivity
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatActivityExtension::Debug_EndActivity()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatActivityExtension", "Debug_EndActivity");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatActivityExtension.Debug_HideAllActivities
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatActivityExtension::Debug_HideAllActivities()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatActivityExtension", "Debug_HideAllActivities");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatActivityExtension.Debug_ResetAllActivities
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatActivityExtension::Debug_ResetAllActivities()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatActivityExtension", "Debug_ResetAllActivities");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatActivityExtension.Debug_ResumeActivity
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatActivityExtension::Debug_ResumeActivity()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatActivityExtension", "Debug_ResumeActivity");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatActivityExtension.Debug_SetActivityAvailabilityChange
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatActivityExtension::Debug_SetActivityAvailabilityChange()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatActivityExtension", "Debug_SetActivityAvailabilityChange");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatActivityExtension.Debug_SetUpdateProgressType
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// int32 InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatActivityExtension::Debug_SetUpdateProgressType(int32 InType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatActivityExtension", "Debug_SetUpdateProgressType");
Params::NoceCheatActivityExtension_Debug_SetUpdateProgressType Parms{};
Parms.InType = InType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatActivityExtension.Debug_ShowActivityDebugInfo
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool IsShow (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatActivityExtension::Debug_ShowActivityDebugInfo(bool IsShow)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatActivityExtension", "Debug_ShowActivityDebugInfo");
Params::NoceCheatActivityExtension_Debug_ShowActivityDebugInfo Parms{};
Parms.IsShow = IsShow;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatActivityExtension.Debug_StartActivity
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatActivityExtension::Debug_StartActivity()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatActivityExtension", "Debug_StartActivity");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatActivityExtension.Debug_StartAndShowActivity
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatActivityExtension::Debug_StartAndShowActivity()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatActivityExtension", "Debug_StartAndShowActivity");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatActivityExtension.Debug_TrimActivityLog
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatActivityExtension::Debug_TrimActivityLog()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatActivityExtension", "Debug_TrimActivityLog");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatActivityExtension.Debug_UpdateActivitiesByCurrentProgress
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatActivityExtension::Debug_UpdateActivitiesByCurrentProgress()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatActivityExtension", "Debug_UpdateActivitiesByCurrentProgress");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatActivityExtension.GetActivityAvailibities
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class FText> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class FText> UNoceCheatActivityExtension::GetActivityAvailibities(int32 Index_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatActivityExtension", "GetActivityAvailibities");
Params::NoceCheatActivityExtension_GetActivityAvailibities Parms{};
Parms.Index_0 = Index_0;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceCheatActivityExtension.GetActivityIDs
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class FText> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class FText> UNoceCheatActivityExtension::GetActivityIDs(int32 Index_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatActivityExtension", "GetActivityIDs");
Params::NoceCheatActivityExtension_GetActivityIDs Parms{};
Parms.Index_0 = Index_0;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceCheatActivityExtension.GetActivityOutcomes
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class FText> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class FText> UNoceCheatActivityExtension::GetActivityOutcomes(int32 Index_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatActivityExtension", "GetActivityOutcomes");
Params::NoceCheatActivityExtension_GetActivityOutcomes Parms{};
Parms.Index_0 = Index_0;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceCheatActivityExtension.GetChapters
// (Final, Native, Public)
// Parameters:
// int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class FText> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class FText> UNoceCheatActivityExtension::GetChapters(int32 Index_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatActivityExtension", "GetChapters");
Params::NoceCheatActivityExtension_GetChapters Parms{};
Parms.Index_0 = Index_0;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceCheatActivityExtension.GetResumeActions
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class FText> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class FText> UNoceCheatActivityExtension::GetResumeActions(int32 Index_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatActivityExtension", "GetResumeActions");
Params::NoceCheatActivityExtension_GetResumeActions Parms{};
Parms.Index_0 = Index_0;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceCheatActivityExtension.OnCancelAndHideActivityWindowDecided
// (Final, Native, Public)
// Parameters:
// const struct FNeoCheatPopWindowOutputParam&Result (Parm, NativeAccessSpecifierPublic)
void UNoceCheatActivityExtension::OnCancelAndHideActivityWindowDecided(const struct FNeoCheatPopWindowOutputParam& Result)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatActivityExtension", "OnCancelAndHideActivityWindowDecided");
Params::NoceCheatActivityExtension_OnCancelAndHideActivityWindowDecided Parms{};
Parms.Result = std::move(Result);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatActivityExtension.OnCompleteAndHideActivityWindowDecided
// (Final, Native, Public)
// Parameters:
// const struct FNeoCheatPopWindowOutputParam&Result (Parm, NativeAccessSpecifierPublic)
void UNoceCheatActivityExtension::OnCompleteAndHideActivityWindowDecided(const struct FNeoCheatPopWindowOutputParam& Result)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatActivityExtension", "OnCompleteAndHideActivityWindowDecided");
Params::NoceCheatActivityExtension_OnCompleteAndHideActivityWindowDecided Parms{};
Parms.Result = std::move(Result);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatActivityExtension.OnEndActivityWindowDecided
// (Final, Native, Public)
// Parameters:
// const struct FNeoCheatPopWindowOutputParam&Result (Parm, NativeAccessSpecifierPublic)
void UNoceCheatActivityExtension::OnEndActivityWindowDecided(const struct FNeoCheatPopWindowOutputParam& Result)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatActivityExtension", "OnEndActivityWindowDecided");
Params::NoceCheatActivityExtension_OnEndActivityWindowDecided Parms{};
Parms.Result = std::move(Result);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatActivityExtension.OnResumeActivityWindowDecided
// (Final, Native, Public)
// Parameters:
// const struct FNeoCheatPopWindowOutputParam&Result (Parm, NativeAccessSpecifierPublic)
void UNoceCheatActivityExtension::OnResumeActivityWindowDecided(const struct FNeoCheatPopWindowOutputParam& Result)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatActivityExtension", "OnResumeActivityWindowDecided");
Params::NoceCheatActivityExtension_OnResumeActivityWindowDecided Parms{};
Parms.Result = std::move(Result);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatActivityExtension.OnSetActivityAvailabilityChangeWindowDecided
// (Final, Native, Public)
// Parameters:
// const struct FNeoCheatPopWindowOutputParam&Result (Parm, NativeAccessSpecifierPublic)
void UNoceCheatActivityExtension::OnSetActivityAvailabilityChangeWindowDecided(const struct FNeoCheatPopWindowOutputParam& Result)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatActivityExtension", "OnSetActivityAvailabilityChangeWindowDecided");
Params::NoceCheatActivityExtension_OnSetActivityAvailabilityChangeWindowDecided Parms{};
Parms.Result = std::move(Result);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatActivityExtension.OnStartActivityWindowDecided
// (Final, Native, Public)
// Parameters:
// const struct FNeoCheatPopWindowOutputParam&Result (Parm, NativeAccessSpecifierPublic)
void UNoceCheatActivityExtension::OnStartActivityWindowDecided(const struct FNeoCheatPopWindowOutputParam& Result)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatActivityExtension", "OnStartActivityWindowDecided");
Params::NoceCheatActivityExtension_OnStartActivityWindowDecided Parms{};
Parms.Result = std::move(Result);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatActivityExtension.OnStartAndShowActivityWindowDecided
// (Final, Native, Public)
// Parameters:
// const struct FNeoCheatPopWindowOutputParam&Result (Parm, NativeAccessSpecifierPublic)
void UNoceCheatActivityExtension::OnStartAndShowActivityWindowDecided(const struct FNeoCheatPopWindowOutputParam& Result)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatActivityExtension", "OnStartAndShowActivityWindowDecided");
Params::NoceCheatActivityExtension_OnStartAndShowActivityWindowDecided Parms{};
Parms.Result = std::move(Result);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatAudioExtension.DrawEnvImpactSound
// (Exec, Event, Public, BlueprintEvent)
// Parameters:
// bool Show (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatAudioExtension::DrawEnvImpactSound(bool Show)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatAudioExtension", "DrawEnvImpactSound");
Params::NoceCheatAudioExtension_DrawEnvImpactSound Parms{};
Parms.Show = Show;
UObject::ProcessEvent(Func, &Parms);
}
// Function GameNoce.NoceCheatAudioExtension.DrawEventDistance
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool Show (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatAudioExtension::DrawEventDistance(bool Show)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatAudioExtension", "DrawEventDistance");
Params::NoceCheatAudioExtension_DrawEventDistance Parms{};
Parms.Show = Show;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatAudioExtension.DrawEventPosition
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool Show (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatAudioExtension::DrawEventPosition(bool Show)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatAudioExtension", "DrawEventPosition");
Params::NoceCheatAudioExtension_DrawEventPosition Parms{};
Parms.Show = Show;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatAudioExtension.DrawEventSphere
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool Show (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatAudioExtension::DrawEventSphere(bool Show)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatAudioExtension", "DrawEventSphere");
Params::NoceCheatAudioExtension_DrawEventSphere Parms{};
Parms.Show = Show;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatAudioExtension.DrawListener
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool Show (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatAudioExtension::DrawListener(bool Show)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatAudioExtension", "DrawListener");
Params::NoceCheatAudioExtension_DrawListener Parms{};
Parms.Show = Show;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatAudioExtension.DrawPostedEvents
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool Show (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatAudioExtension::DrawPostedEvents(bool Show)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatAudioExtension", "DrawPostedEvents");
Params::NoceCheatAudioExtension_DrawPostedEvents Parms{};
Parms.Show = Show;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatAudioExtension.HideInvalidStateValue
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool Hide (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatAudioExtension::HideInvalidStateValue(bool Hide)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatAudioExtension", "HideInvalidStateValue");
Params::NoceCheatAudioExtension_HideInvalidStateValue Parms{};
Parms.Hide = Hide;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatAudioExtension.ShowStateMonitor
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool Show (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatAudioExtension::ShowStateMonitor(bool Show)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatAudioExtension", "ShowStateMonitor");
Params::NoceCheatAudioExtension_ShowStateMonitor Parms{};
Parms.Show = Show;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceTerritoryVolume.IsInVolume
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FVector& CheckLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceTerritoryVolume::IsInVolume(const struct FVector& CheckLocation)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTerritoryVolume", "IsInVolume");
Params::NoceTerritoryVolume_IsInVolume Parms{};
Parms.CheckLocation = std::move(CheckLocation);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceCheatChunkExtension.CheckByRowNameAndType
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatChunkExtension::CheckByRowNameAndType()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatChunkExtension", "CheckByRowNameAndType");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatChunkExtension.CheckChunkAndDLC
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatChunkExtension::CheckChunkAndDLC()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatChunkExtension", "CheckChunkAndDLC");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatChunkExtension.Debug_IsShowDebugDataInfo
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool InIsShow (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatChunkExtension::Debug_IsShowDebugDataInfo(bool InIsShow)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatChunkExtension", "Debug_IsShowDebugDataInfo");
Params::NoceCheatChunkExtension_Debug_IsShowDebugDataInfo Parms{};
Parms.InIsShow = InIsShow;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatChunkExtension.Debug_Login
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatChunkExtension::Debug_Login()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatChunkExtension", "Debug_Login");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatChunkExtension.Debug_Logout
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatChunkExtension::Debug_Logout()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatChunkExtension", "Debug_Logout");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatChunkExtension.Debug_SetUsingDebugData
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool InIsEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatChunkExtension::Debug_SetUsingDebugData(bool InIsEnable)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatChunkExtension", "Debug_SetUsingDebugData");
Params::NoceCheatChunkExtension_Debug_SetUsingDebugData Parms{};
Parms.InIsEnable = InIsEnable;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatChunkExtension.Debug_StartQueryDLC
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatChunkExtension::Debug_StartQueryDLC()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatChunkExtension", "Debug_StartQueryDLC");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatChunkExtension.Debug_StopQueryDLC
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatChunkExtension::Debug_StopQueryDLC()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatChunkExtension", "Debug_StopQueryDLC");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatChunkExtension.Debug_UpdateDebugChunkData
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatChunkExtension::Debug_UpdateDebugChunkData()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatChunkExtension", "Debug_UpdateDebugChunkData");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatChunkExtension.GetChunkActionNames
// (Final, Native, Public)
// Parameters:
// int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class FText> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class FText> UNoceCheatChunkExtension::GetChunkActionNames(int32 Index_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatChunkExtension", "GetChunkActionNames");
Params::NoceCheatChunkExtension_GetChunkActionNames Parms{};
Parms.Index_0 = Index_0;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceCheatChunkExtension.GetChunkRowNames
// (Final, Native, Public)
// Parameters:
// int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class FText> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class FText> UNoceCheatChunkExtension::GetChunkRowNames(int32 Index_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatChunkExtension", "GetChunkRowNames");
Params::NoceCheatChunkExtension_GetChunkRowNames Parms{};
Parms.Index_0 = Index_0;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceCheatChunkExtension.GetChunkTypeNames
// (Final, Native, Public)
// Parameters:
// int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class FText> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class FText> UNoceCheatChunkExtension::GetChunkTypeNames(int32 Index_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatChunkExtension", "GetChunkTypeNames");
Params::NoceCheatChunkExtension_GetChunkTypeNames Parms{};
Parms.Index_0 = Index_0;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceCheatChunkExtension.OnCheckByRowNameAndTypeWindowDecided
// (Final, Native, Public)
// Parameters:
// const struct FNeoCheatPopWindowOutputParam&Result (Parm, NativeAccessSpecifierPublic)
void UNoceCheatChunkExtension::OnCheckByRowNameAndTypeWindowDecided(const struct FNeoCheatPopWindowOutputParam& Result)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatChunkExtension", "OnCheckByRowNameAndTypeWindowDecided");
Params::NoceCheatChunkExtension_OnCheckByRowNameAndTypeWindowDecided Parms{};
Parms.Result = std::move(Result);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatChunkExtension.OnCheckChunkAndDLCWindowDecided
// (Final, Native, Public)
// Parameters:
// const struct FNeoCheatPopWindowOutputParam&Result (Parm, NativeAccessSpecifierPublic)
void UNoceCheatChunkExtension::OnCheckChunkAndDLCWindowDecided(const struct FNeoCheatPopWindowOutputParam& Result)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatChunkExtension", "OnCheckChunkAndDLCWindowDecided");
Params::NoceCheatChunkExtension_OnCheckChunkAndDLCWindowDecided Parms{};
Parms.Result = std::move(Result);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatChunkExtension.OnUpdateDebugChunkDataWindowDecided
// (Final, Native, Public)
// Parameters:
// const struct FNeoCheatPopWindowOutputParam&Result (Parm, NativeAccessSpecifierPublic)
void UNoceCheatChunkExtension::OnUpdateDebugChunkDataWindowDecided(const struct FNeoCheatPopWindowOutputParam& Result)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatChunkExtension", "OnUpdateDebugChunkDataWindowDecided");
Params::NoceCheatChunkExtension_OnUpdateDebugChunkDataWindowDecided Parms{};
Parms.Result = std::move(Result);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatInventoryExtension.Debug_AddAllClawAlter
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatInventoryExtension::Debug_AddAllClawAlter()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatInventoryExtension", "Debug_AddAllClawAlter");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatInventoryExtension.Debug_AddAllConsumables
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatInventoryExtension::Debug_AddAllConsumables()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatInventoryExtension", "Debug_AddAllConsumables");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatInventoryExtension.Debug_AddAllKeyItem
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatInventoryExtension::Debug_AddAllKeyItem()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatInventoryExtension", "Debug_AddAllKeyItem");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatInventoryExtension.Debug_AddAllLetter
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatInventoryExtension::Debug_AddAllLetter()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatInventoryExtension", "Debug_AddAllLetter");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatInventoryExtension.Debug_AddAllNotebook
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatInventoryExtension::Debug_AddAllNotebook()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatInventoryExtension", "Debug_AddAllNotebook");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatInventoryExtension.Debug_AddAllOmamoris
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatInventoryExtension::Debug_AddAllOmamoris()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatInventoryExtension", "Debug_AddAllOmamoris");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatInventoryExtension.Debug_AddAllWeapons
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatInventoryExtension::Debug_AddAllWeapons()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatInventoryExtension", "Debug_AddAllWeapons");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatInventoryExtension.Debug_AddAllWeaponsCore
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool AddMainWeapon (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatInventoryExtension::Debug_AddAllWeaponsCore(bool AddMainWeapon)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatInventoryExtension", "Debug_AddAllWeaponsCore");
Params::NoceCheatInventoryExtension_Debug_AddAllWeaponsCore Parms{};
Parms.AddMainWeapon = AddMainWeapon;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatInventoryExtension.Debug_AddConsumableItem
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatInventoryExtension::Debug_AddConsumableItem()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatInventoryExtension", "Debug_AddConsumableItem");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatInventoryExtension.Debug_AddConsumableItemByID
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// class FName ID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 Quantity (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatInventoryExtension::Debug_AddConsumableItemByID(class FName ID, int32 Quantity)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatInventoryExtension", "Debug_AddConsumableItemByID");
Params::NoceCheatInventoryExtension_Debug_AddConsumableItemByID Parms{};
Parms.ID = ID;
Parms.Quantity = Quantity;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatInventoryExtension.Debug_AddFaithValue
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// int32 Delta (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatInventoryExtension::Debug_AddFaithValue(int32 Delta)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatInventoryExtension", "Debug_AddFaithValue");
Params::NoceCheatInventoryExtension_Debug_AddFaithValue Parms{};
Parms.Delta = Delta;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatInventoryExtension.Debug_AddKeyItem
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatInventoryExtension::Debug_AddKeyItem()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatInventoryExtension", "Debug_AddKeyItem");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatInventoryExtension.Debug_AddLetter
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatInventoryExtension::Debug_AddLetter()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatInventoryExtension", "Debug_AddLetter");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatInventoryExtension.Debug_AddNotebookID
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatInventoryExtension::Debug_AddNotebookID()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatInventoryExtension", "Debug_AddNotebookID");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatInventoryExtension.Debug_AddOmamori
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatInventoryExtension::Debug_AddOmamori()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatInventoryExtension", "Debug_AddOmamori");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatInventoryExtension.Debug_AddShortcutConsumable
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// int32 InIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 InAddQuantity (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatInventoryExtension::Debug_AddShortcutConsumable(int32 InIndex, int32 InAddQuantity)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatInventoryExtension", "Debug_AddShortcutConsumable");
Params::NoceCheatInventoryExtension_Debug_AddShortcutConsumable Parms{};
Parms.InIndex = InIndex;
Parms.InAddQuantity = InAddQuantity;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatInventoryExtension.Debug_AddWeapon
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatInventoryExtension::Debug_AddWeapon()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatInventoryExtension", "Debug_AddWeapon");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatInventoryExtension.Debug_ClearErrorHint
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatInventoryExtension::Debug_ClearErrorHint()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatInventoryExtension", "Debug_ClearErrorHint");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatInventoryExtension.Debug_PrintEma
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatInventoryExtension::Debug_PrintEma()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatInventoryExtension", "Debug_PrintEma");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatInventoryExtension.Debug_RemoveKeyItem
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatInventoryExtension::Debug_RemoveKeyItem()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatInventoryExtension", "Debug_RemoveKeyItem");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatInventoryExtension.Debug_RemoveOmamori
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatInventoryExtension::Debug_RemoveOmamori()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatInventoryExtension", "Debug_RemoveOmamori");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatInventoryExtension.Debug_ReplaceShortcutConsumables
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// int32 InConsumablePageIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 InAddQuantity (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatInventoryExtension::Debug_ReplaceShortcutConsumables(int32 InConsumablePageIndex, int32 InAddQuantity)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatInventoryExtension", "Debug_ReplaceShortcutConsumables");
Params::NoceCheatInventoryExtension_Debug_ReplaceShortcutConsumables Parms{};
Parms.InConsumablePageIndex = InConsumablePageIndex;
Parms.InAddQuantity = InAddQuantity;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatInventoryExtension.Debug_ResetAttributeUpgradeLevels
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatInventoryExtension::Debug_ResetAttributeUpgradeLevels()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatInventoryExtension", "Debug_ResetAttributeUpgradeLevels");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatInventoryExtension.Debug_ResetDarkWeaponInventory
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatInventoryExtension::Debug_ResetDarkWeaponInventory()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatInventoryExtension", "Debug_ResetDarkWeaponInventory");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatInventoryExtension.Debug_ResetFogWeaponInventory
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatInventoryExtension::Debug_ResetFogWeaponInventory()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatInventoryExtension", "Debug_ResetFogWeaponInventory");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatInventoryExtension.Debug_ResetInventory
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatInventoryExtension::Debug_ResetInventory()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatInventoryExtension", "Debug_ResetInventory");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatInventoryExtension.Debug_ResetWeaponInventory
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatInventoryExtension::Debug_ResetWeaponInventory()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatInventoryExtension", "Debug_ResetWeaponInventory");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatInventoryExtension.Debug_SetConsumableSlotNum
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// int32 InNewNum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatInventoryExtension::Debug_SetConsumableSlotNum(int32 InNewNum)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatInventoryExtension", "Debug_SetConsumableSlotNum");
Params::NoceCheatInventoryExtension_Debug_SetConsumableSlotNum Parms{};
Parms.InNewNum = InNewNum;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatInventoryExtension.Debug_SetOmamoriSlotNum
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// int32 InNewNum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatInventoryExtension::Debug_SetOmamoriSlotNum(int32 InNewNum)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatInventoryExtension", "Debug_SetOmamoriSlotNum");
Params::NoceCheatInventoryExtension_Debug_SetOmamoriSlotNum Parms{};
Parms.InNewNum = InNewNum;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatInventoryExtension.Debug_SpawnPickup
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatInventoryExtension::Debug_SpawnPickup()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatInventoryExtension", "Debug_SpawnPickup");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatInventoryExtension.GetPickupCategories
// (Event, Public, BlueprintEvent)
// Parameters:
// int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class FText> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class FText> UNoceCheatInventoryExtension::GetPickupCategories(int32 Index_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatInventoryExtension", "GetPickupCategories");
Params::NoceCheatInventoryExtension_GetPickupCategories Parms{};
Parms.Index_0 = Index_0;
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function GameNoce.NoceCheatInventoryExtension.GetPickupsInCategory
// (Event, Public, BlueprintEvent)
// Parameters:
// int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class FText> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class FText> UNoceCheatInventoryExtension::GetPickupsInCategory(int32 Index_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatInventoryExtension", "GetPickupsInCategory");
Params::NoceCheatInventoryExtension_GetPickupsInCategory Parms{};
Parms.Index_0 = Index_0;
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function GameNoce.NoceCheatInventoryExtension.OnAddItemWindowDecided
// (Final, Native, Public)
// Parameters:
// const struct FNeoCheatPopWindowOutputParam&Result (Parm, NativeAccessSpecifierPublic)
void UNoceCheatInventoryExtension::OnAddItemWindowDecided(const struct FNeoCheatPopWindowOutputParam& Result)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatInventoryExtension", "OnAddItemWindowDecided");
Params::NoceCheatInventoryExtension_OnAddItemWindowDecided Parms{};
Parms.Result = std::move(Result);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatInventoryExtension.OnAddLetterWindowDecided
// (Final, Native, Public)
// Parameters:
// const struct FNeoCheatPopWindowOutputParam&Result (Parm, NativeAccessSpecifierPublic)
void UNoceCheatInventoryExtension::OnAddLetterWindowDecided(const struct FNeoCheatPopWindowOutputParam& Result)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatInventoryExtension", "OnAddLetterWindowDecided");
Params::NoceCheatInventoryExtension_OnAddLetterWindowDecided Parms{};
Parms.Result = std::move(Result);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatInventoryExtension.OnAddNotebookIDWindowDecided
// (Final, Native, Public)
// Parameters:
// const struct FNeoCheatPopWindowOutputParam&Result (Parm, NativeAccessSpecifierPublic)
void UNoceCheatInventoryExtension::OnAddNotebookIDWindowDecided(const struct FNeoCheatPopWindowOutputParam& Result)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatInventoryExtension", "OnAddNotebookIDWindowDecided");
Params::NoceCheatInventoryExtension_OnAddNotebookIDWindowDecided Parms{};
Parms.Result = std::move(Result);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatInventoryExtension.OnRemoveItemWindowDecided
// (Final, Native, Public)
// Parameters:
// const struct FNeoCheatPopWindowOutputParam&Result (Parm, NativeAccessSpecifierPublic)
void UNoceCheatInventoryExtension::OnRemoveItemWindowDecided(const struct FNeoCheatPopWindowOutputParam& Result)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatInventoryExtension", "OnRemoveItemWindowDecided");
Params::NoceCheatInventoryExtension_OnRemoveItemWindowDecided Parms{};
Parms.Result = std::move(Result);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatInventoryExtension.OnSpawnPickupWindowDecided
// (Final, Native, Public)
// Parameters:
// const struct FNeoCheatPopWindowOutputParam&Result (Parm, NativeAccessSpecifierPublic)
void UNoceCheatInventoryExtension::OnSpawnPickupWindowDecided(const struct FNeoCheatPopWindowOutputParam& Result)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatInventoryExtension", "OnSpawnPickupWindowDecided");
Params::NoceCheatInventoryExtension_OnSpawnPickupWindowDecided Parms{};
Parms.Result = std::move(Result);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatInventoryExtension.OnSpawnPickupWindowDecided_BP
// (Event, Public, BlueprintEvent)
// Parameters:
// const struct FNeoCheatPopWindowOutputParam&Result (Parm, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceCheatInventoryExtension::OnSpawnPickupWindowDecided_BP(const struct FNeoCheatPopWindowOutputParam& Result)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatInventoryExtension", "OnSpawnPickupWindowDecided_BP");
Params::NoceCheatInventoryExtension_OnSpawnPickupWindowDecided_BP Parms{};
Parms.Result = std::move(Result);
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function GameNoce.NoceCheatInventoryExtension.SetupChapterJumpSetting
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FNoceChapterJumpSettingTableRow&InData (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// bool InReset (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatInventoryExtension::SetupChapterJumpSetting(const struct FNoceChapterJumpSettingTableRow& InData, bool InReset)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatInventoryExtension", "SetupChapterJumpSetting");
Params::NoceCheatInventoryExtension_SetupChapterJumpSetting Parms{};
Parms.InData = std::move(InData);
Parms.InReset = InReset;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatInventoryExtension.SetupChapterJumpSettingByRowName
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// const class FName RowName (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool InReset (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatInventoryExtension::SetupChapterJumpSettingByRowName(const class FName RowName, bool InReset)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatInventoryExtension", "SetupChapterJumpSettingByRowName");
Params::NoceCheatInventoryExtension_SetupChapterJumpSettingByRowName Parms{};
Parms.RowName = RowName;
Parms.InReset = InReset;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatInventoryExtension.SetupChapterJumpSettingByTag
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const struct FGameplayTag& InTag (ConstParm, Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool InReset (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ENoceRoundType round (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceCheatInventoryExtension::SetupChapterJumpSettingByTag(const struct FGameplayTag& InTag, bool InReset, ENoceRoundType round)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatInventoryExtension", "SetupChapterJumpSettingByTag");
Params::NoceCheatInventoryExtension_SetupChapterJumpSettingByTag Parms{};
Parms.InTag = std::move(InTag);
Parms.InReset = InReset;
Parms.round = round;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceCheatInventoryExtension.SetupChapterJumpSettingForStory
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const struct FGameplayTag& InTag (ConstParm, Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool InReset (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ENoceRoundType round (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatInventoryExtension::SetupChapterJumpSettingForStory(const struct FGameplayTag& InTag, bool InReset, ENoceRoundType round)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatInventoryExtension", "SetupChapterJumpSettingForStory");
Params::NoceCheatInventoryExtension_SetupChapterJumpSettingForStory Parms{};
Parms.InTag = std::move(InTag);
Parms.InReset = InReset;
Parms.round = round;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.BP_Debug_SetWeaponDurability
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::BP_Debug_SetWeaponDurability(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "BP_Debug_SetWeaponDurability");
Params::NoceCheatManager_BP_Debug_SetWeaponDurability Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_AnalyticsEndSession
// (Final, Exec, Native, Protected, BlueprintCallable)
void UNoceCheatManager::Debug_AnalyticsEndSession()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_AnalyticsEndSession");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_AnalyticsStartSession
// (Final, Exec, Native, Protected, BlueprintCallable)
void UNoceCheatManager::Debug_AnalyticsStartSession()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_AnalyticsStartSession");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_ApplyClawAlterBackMark
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_ApplyClawAlterBackMark(bool bValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_ApplyClawAlterBackMark");
Params::NoceCheatManager_Debug_ApplyClawAlterBackMark Parms{};
Parms.bValue = bValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_ApplyClawAlterBackMarkRound3
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_ApplyClawAlterBackMarkRound3(bool bValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_ApplyClawAlterBackMarkRound3");
Params::NoceCheatManager_Debug_ApplyClawAlterBackMarkRound3 Parms{};
Parms.bValue = bValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_ApplyClawAlterHandRound2
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_ApplyClawAlterHandRound2(bool bValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_ApplyClawAlterHandRound2");
Params::NoceCheatManager_Debug_ApplyClawAlterHandRound2 Parms{};
Parms.bValue = bValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_ApplyClawAlterMask
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_ApplyClawAlterMask(bool bValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_ApplyClawAlterMask");
Params::NoceCheatManager_Debug_ApplyClawAlterMask Parms{};
Parms.bValue = bValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_AsyncAutoSave
// (Exec, Event, Protected, BlueprintCallable, BlueprintEvent)
void UNoceCheatManager::Debug_AsyncAutoSave()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_AsyncAutoSave");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameNoce.NoceCheatManager.Debug_AutoLoad
// (Final, Exec, Native, Protected, BlueprintCallable)
// Parameters:
// int32 SlotIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_AutoLoad(int32 SlotIndex)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_AutoLoad");
Params::NoceCheatManager_Debug_AutoLoad Parms{};
Parms.SlotIndex = SlotIndex;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_AutoSave
// (Final, Exec, Native, Protected, BlueprintCallable)
// Parameters:
// int32 SlotIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName LocationRowName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_AutoSave(int32 SlotIndex, class FName LocationRowName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_AutoSave");
Params::NoceCheatManager_Debug_AutoSave Parms{};
Parms.SlotIndex = SlotIndex;
Parms.LocationRowName = LocationRowName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_BugIt
// (Final, Exec, Native, Public)
void UNoceCheatManager::Debug_BugIt()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_BugIt");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_ChangeActionLevel
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// int32 InLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_ChangeActionLevel(int32 InLevel)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_ChangeActionLevel");
Params::NoceCheatManager_Debug_ChangeActionLevel Parms{};
Parms.InLevel = InLevel;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_ChangeGameRound
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// int32 InRound (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_ChangeGameRound(int32 InRound)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_ChangeGameRound");
Params::NoceCheatManager_Debug_ChangeGameRound Parms{};
Parms.InRound = InRound;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_ChangePlayerCharMeshType
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatManager::Debug_ChangePlayerCharMeshType()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_ChangePlayerCharMeshType");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_ClearAllTutorial
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatManager::Debug_ClearAllTutorial()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_ClearAllTutorial");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_ClearAllWorldTriggerSetting
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatManager::Debug_ClearAllWorldTriggerSetting()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_ClearAllWorldTriggerSetting");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_ClearTemporaryGameSave
// (Final, Exec, Native, Protected, BlueprintCallable)
void UNoceCheatManager::Debug_ClearTemporaryGameSave()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_ClearTemporaryGameSave");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_CollisionOpacity
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// float InOpacity (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_CollisionOpacity(float InOpacity)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_CollisionOpacity");
Params::NoceCheatManager_Debug_CollisionOpacity Parms{};
Parms.InOpacity = InOpacity;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_CollisionViewMode
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// int32 InViewMode (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_CollisionViewMode(int32 InViewMode)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_CollisionViewMode");
Params::NoceCheatManager_Debug_CollisionViewMode Parms{};
Parms.InViewMode = InViewMode;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_ConditionHandlerInfo
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool InEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_ConditionHandlerInfo(bool InEnable)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_ConditionHandlerInfo");
Params::NoceCheatManager_Debug_ConditionHandlerInfo Parms{};
Parms.InEnable = InEnable;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_CreateTemporaryGameSave
// (Final, Exec, Native, Protected, BlueprintCallable)
void UNoceCheatManager::Debug_CreateTemporaryGameSave()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_CreateTemporaryGameSave");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_DeleteAllAutoSave
// (Final, Exec, Native, Protected, BlueprintCallable)
void UNoceCheatManager::Debug_DeleteAllAutoSave()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_DeleteAllAutoSave");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_DeleteAllGameSave
// (Final, Exec, Native, Protected, BlueprintCallable)
void UNoceCheatManager::Debug_DeleteAllGameSave()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_DeleteAllGameSave");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_DeleteAllMaunalSave
// (Final, Exec, Native, Protected, BlueprintCallable)
void UNoceCheatManager::Debug_DeleteAllMaunalSave()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_DeleteAllMaunalSave");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_DeleteSlot
// (Final, Exec, Native, Protected, BlueprintCallable)
// Parameters:
// int32 SlotIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_DeleteSlot(int32 SlotIndex)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_DeleteSlot");
Params::NoceCheatManager_Debug_DeleteSlot Parms{};
Parms.SlotIndex = SlotIndex;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_DeleteSystemSave
// (Final, Exec, Native, Protected, BlueprintCallable)
void UNoceCheatManager::Debug_DeleteSystemSave()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_DeleteSystemSave");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_DisableAutoSave
// (Final, Exec, Native, Protected, BlueprintCallable)
// Parameters:
// bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_DisableAutoSave(bool InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_DisableAutoSave");
Params::NoceCheatManager_Debug_DisableAutoSave Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_DisableLinkMotionAvoidCol
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_DisableLinkMotionAvoidCol(bool InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_DisableLinkMotionAvoidCol");
Params::NoceCheatManager_Debug_DisableLinkMotionAvoidCol Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_DisableLinkMotionInterruptSequencer
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_DisableLinkMotionInterruptSequencer(bool InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_DisableLinkMotionInterruptSequencer");
Params::NoceCheatManager_Debug_DisableLinkMotionInterruptSequencer Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_DisaplyNPCLookAtSystemInfo
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool InShow (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_DisaplyNPCLookAtSystemInfo(bool InShow)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_DisaplyNPCLookAtSystemInfo");
Params::NoceCheatManager_Debug_DisaplyNPCLookAtSystemInfo Parms{};
Parms.InShow = InShow;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_DisaplyPlayerLookAtSystemInfo
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool InShow (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_DisaplyPlayerLookAtSystemInfo(bool InShow)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_DisaplyPlayerLookAtSystemInfo");
Params::NoceCheatManager_Debug_DisaplyPlayerLookAtSystemInfo Parms{};
Parms.InShow = InShow;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_DisplayFadeSystemInfo
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool InShow (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_DisplayFadeSystemInfo(bool InShow)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_DisplayFadeSystemInfo");
Params::NoceCheatManager_Debug_DisplayFadeSystemInfo Parms{};
Parms.InShow = InShow;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_DrawCellLoadingTime
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_DrawCellLoadingTime(bool InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_DrawCellLoadingTime");
Params::NoceCheatManager_Debug_DrawCellLoadingTime Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_EnableDynamicPickups
// (Final, Exec, Native, Protected, BlueprintCallable)
// Parameters:
// bool InEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_EnableDynamicPickups(bool InEnable)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_EnableDynamicPickups");
Params::NoceCheatManager_Debug_EnableDynamicPickups Parms{};
Parms.InEnable = InEnable;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_EnableEventPickups
// (Final, Exec, Native, Protected, BlueprintCallable)
// Parameters:
// bool InEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_EnableEventPickups(bool InEnable)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_EnableEventPickups");
Params::NoceCheatManager_Debug_EnableEventPickups Parms{};
Parms.InEnable = InEnable;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_EnableGlobalRigidBody
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_EnableGlobalRigidBody(bool bValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_EnableGlobalRigidBody");
Params::NoceCheatManager_Debug_EnableGlobalRigidBody Parms{};
Parms.bValue = bValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_EndTutorial
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// int32 TutorialIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_EndTutorial(int32 TutorialIndex)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_EndTutorial");
Params::NoceCheatManager_Debug_EndTutorial Parms{};
Parms.TutorialIndex = TutorialIndex;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_EndTutorialByName
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// class FName TutorialName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_EndTutorialByName(class FName TutorialName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_EndTutorialByName");
Params::NoceCheatManager_Debug_EndTutorialByName Parms{};
Parms.TutorialName = TutorialName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_EnemyMayNotRevive
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_EnemyMayNotRevive(bool InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_EnemyMayNotRevive");
Params::NoceCheatManager_Debug_EnemyMayNotRevive Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_EnemyOneShotKill
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool Enable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_EnemyOneShotKill(bool Enable)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_EnemyOneShotKill");
Params::NoceCheatManager_Debug_EnemyOneShotKill Parms{};
Parms.Enable = Enable;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_EnemyOneShotKillNotRevive
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_EnemyOneShotKillNotRevive(bool InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_EnemyOneShotKillNotRevive");
Params::NoceCheatManager_Debug_EnemyOneShotKillNotRevive Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_FindRigidBodyOverlapWorldStatic
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatManager::Debug_FindRigidBodyOverlapWorldStatic()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_FindRigidBodyOverlapWorldStatic");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_ForceChangeStoryEndingType
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// int32 EndingType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_ForceChangeStoryEndingType(int32 EndingType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_ForceChangeStoryEndingType");
Params::NoceCheatManager_Debug_ForceChangeStoryEndingType Parms{};
Parms.EndingType = EndingType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_ForceClawGToClaw
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatManager::Debug_ForceClawGToClaw()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_ForceClawGToClaw");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_ForceClawToClawG
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatManager::Debug_ForceClawToClawG()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_ForceClawToClawG");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_ForceEnableRagdoll
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_ForceEnableRagdoll(bool bValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_ForceEnableRagdoll");
Params::NoceCheatManager_Debug_ForceEnableRagdoll Parms{};
Parms.bValue = bValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_ForceJumpPlaybackPos
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_ForceJumpPlaybackPos(bool bValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_ForceJumpPlaybackPos");
Params::NoceCheatManager_Debug_ForceJumpPlaybackPos Parms{};
Parms.bValue = bValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_ForceShowEyeLacrimalFluid
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_ForceShowEyeLacrimalFluid(bool bValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_ForceShowEyeLacrimalFluid");
Params::NoceCheatManager_Debug_ForceShowEyeLacrimalFluid Parms{};
Parms.bValue = bValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_ForceUpdateLight
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatManager::Debug_ForceUpdateLight()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_ForceUpdateLight");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_GenerateDynamicPickups
// (Final, Exec, Native, Protected, BlueprintCallable)
void UNoceCheatManager::Debug_GenerateDynamicPickups()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_GenerateDynamicPickups");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_GenerateEventPickupsNearbyPlayer
// (Final, Exec, Native, Protected, BlueprintCallable)
void UNoceCheatManager::Debug_GenerateEventPickupsNearbyPlayer()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_GenerateEventPickupsNearbyPlayer");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_GoNextProgress
// (Final, Exec, Native, Public)
// Parameters:
// int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_GoNextProgress(int32 Index_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_GoNextProgress");
Params::NoceCheatManager_Debug_GoNextProgress Parms{};
Parms.Index_0 = Index_0;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_HideBasicDebugInfo
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_HideBasicDebugInfo(bool bValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_HideBasicDebugInfo");
Params::NoceCheatManager_Debug_HideBasicDebugInfo Parms{};
Parms.bValue = bValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_HideGreyboxObject
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_HideGreyboxObject(bool InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_HideGreyboxObject");
Params::NoceCheatManager_Debug_HideGreyboxObject Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_HideSubtitle
// (Final, Exec, Native, Public)
// Parameters:
// bool InEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_HideSubtitle(bool InEnable)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_HideSubtitle");
Params::NoceCheatManager_Debug_HideSubtitle Parms{};
Parms.InEnable = InEnable;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_InGameFixedEV
// (Final, Exec, Native, Private, BlueprintCallable)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_InGameFixedEV(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_InGameFixedEV");
Params::NoceCheatManager_Debug_InGameFixedEV Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_InGameFixedEVMode
// (Final, Exec, Native, Private, BlueprintCallable)
// Parameters:
// int32 EVMode (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_InGameFixedEVMode(int32 EVMode)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_InGameFixedEVMode");
Params::NoceCheatManager_Debug_InGameFixedEVMode Parms{};
Parms.EVMode = EVMode;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_MakeFakeClearGame
// (Final, Exec, Native, Protected, BlueprintCallable)
void UNoceCheatManager::Debug_MakeFakeClearGame()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_MakeFakeClearGame");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_NoceFadeIn
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// int32 FadeType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_NoceFadeIn(int32 FadeType, float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_NoceFadeIn");
Params::NoceCheatManager_Debug_NoceFadeIn Parms{};
Parms.FadeType = FadeType;
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_NoceFadeOut
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// int32 FadeType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_NoceFadeOut(int32 FadeType, float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_NoceFadeOut");
Params::NoceCheatManager_Debug_NoceFadeOut Parms{};
Parms.FadeType = FadeType;
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_PlayerAnimationLogInfoStateChange
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_PlayerAnimationLogInfoStateChange(bool InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_PlayerAnimationLogInfoStateChange");
Params::NoceCheatManager_Debug_PlayerAnimationLogInfoStateChange Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_PlayerFootIKDebugDraw
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_PlayerFootIKDebugDraw(bool bValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_PlayerFootIKDebugDraw");
Params::NoceCheatManager_Debug_PlayerFootIKDebugDraw Parms{};
Parms.bValue = bValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_PlayerFootIKDebugTrace
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_PlayerFootIKDebugTrace(bool bValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_PlayerFootIKDebugTrace");
Params::NoceCheatManager_Debug_PlayerFootIKDebugTrace Parms{};
Parms.bValue = bValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_PlayerShiromukuRevive
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// int32 InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_PlayerShiromukuRevive(int32 InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_PlayerShiromukuRevive");
Params::NoceCheatManager_Debug_PlayerShiromukuRevive Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_PrintNoceGlobalDelegatesStatus
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatManager::Debug_PrintNoceGlobalDelegatesStatus()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_PrintNoceGlobalDelegatesStatus");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_RemoveAdditionalTag
// (Final, Exec, Native, Public)
// Parameters:
// class FName InTagName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_RemoveAdditionalTag(class FName InTagName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_RemoveAdditionalTag");
Params::NoceCheatManager_Debug_RemoveAdditionalTag Parms{};
Parms.InTagName = InTagName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_RemoveAllEventPickups
// (Final, Exec, Native, Protected, BlueprintCallable)
void UNoceCheatManager::Debug_RemoveAllEventPickups()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_RemoveAllEventPickups");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_RemoveCurrentDynamicPickups
// (Final, Exec, Native, Protected, BlueprintCallable)
void UNoceCheatManager::Debug_RemoveCurrentDynamicPickups()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_RemoveCurrentDynamicPickups");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_RequesetWorldTrigger
// (Final, Exec, Native, Public)
// Parameters:
// class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_RequesetWorldTrigger(class FName InName, bool InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_RequesetWorldTrigger");
Params::NoceCheatManager_Debug_RequesetWorldTrigger Parms{};
Parms.InName = InName;
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_RequestNocePPV
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// class FName InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName InDataRowName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InWeight (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_RequestNocePPV(class FName InType, class FName InDataRowName, float InWeight)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_RequestNocePPV");
Params::NoceCheatManager_Debug_RequestNocePPV Parms{};
Parms.InType = InType;
Parms.InDataRowName = InDataRowName;
Parms.InWeight = InWeight;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_RequestWind
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// class FName InDataRowName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_RequestWind(class FName InDataRowName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_RequestWind");
Params::NoceCheatManager_Debug_RequestWind Parms{};
Parms.InDataRowName = InDataRowName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_ResetAchievements
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatManager::Debug_ResetAchievements()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_ResetAchievements");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_SelectBColType
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// int32 InBColType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_SelectBColType(int32 InBColType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_SelectBColType");
Params::NoceCheatManager_Debug_SelectBColType Parms{};
Parms.InBColType = InBColType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_SetAdditionalTag
// (Final, Exec, Native, Public)
// Parameters:
// class FName InTagName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_SetAdditionalTag(class FName InTagName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_SetAdditionalTag");
Params::NoceCheatManager_Debug_SetAdditionalTag Parms{};
Parms.InTagName = InTagName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_SetAllStoryEndingCleared
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatManager::Debug_SetAllStoryEndingCleared()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_SetAllStoryEndingCleared");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_SetATPCCameraLocationObjectDebug
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_SetATPCCameraLocationObjectDebug(bool InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_SetATPCCameraLocationObjectDebug");
Params::NoceCheatManager_Debug_SetATPCCameraLocationObjectDebug Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_SetATPCCameraLockObjectDebug
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_SetATPCCameraLockObjectDebug(bool InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_SetATPCCameraLockObjectDebug");
Params::NoceCheatManager_Debug_SetATPCCameraLockObjectDebug Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_SetAttackLogEnemy
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_SetAttackLogEnemy(bool Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_SetAttackLogEnemy");
Params::NoceCheatManager_Debug_SetAttackLogEnemy Parms{};
Parms.Value = Value;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_SetAttackLogEnviroment
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_SetAttackLogEnviroment(bool Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_SetAttackLogEnviroment");
Params::NoceCheatManager_Debug_SetAttackLogEnviroment Parms{};
Parms.Value = Value;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_SetAttackLogPlayer
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_SetAttackLogPlayer(bool Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_SetAttackLogPlayer");
Params::NoceCheatManager_Debug_SetAttackLogPlayer Parms{};
Parms.Value = Value;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_SetAttackTraceDrawResultEnemy
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_SetAttackTraceDrawResultEnemy(bool Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_SetAttackTraceDrawResultEnemy");
Params::NoceCheatManager_Debug_SetAttackTraceDrawResultEnemy Parms{};
Parms.Value = Value;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_SetAttackTraceDrawResultEnviroment
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_SetAttackTraceDrawResultEnviroment(bool Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_SetAttackTraceDrawResultEnviroment");
Params::NoceCheatManager_Debug_SetAttackTraceDrawResultEnviroment Parms{};
Parms.Value = Value;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_SetAttackTraceDrawResultPlayer
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_SetAttackTraceDrawResultPlayer(bool Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_SetAttackTraceDrawResultPlayer");
Params::NoceCheatManager_Debug_SetAttackTraceDrawResultPlayer Parms{};
Parms.Value = Value;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_SetAttackTraceDrawResultPlayerDefelct
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_SetAttackTraceDrawResultPlayerDefelct(bool Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_SetAttackTraceDrawResultPlayerDefelct");
Params::NoceCheatManager_Debug_SetAttackTraceDrawResultPlayerDefelct Parms{};
Parms.Value = Value;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_SetAttackTraceDrawShapeEnemy
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_SetAttackTraceDrawShapeEnemy(bool Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_SetAttackTraceDrawShapeEnemy");
Params::NoceCheatManager_Debug_SetAttackTraceDrawShapeEnemy Parms{};
Parms.Value = Value;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_SetAttackTraceDrawShapeEnviroment
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_SetAttackTraceDrawShapeEnviroment(bool Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_SetAttackTraceDrawShapeEnviroment");
Params::NoceCheatManager_Debug_SetAttackTraceDrawShapeEnviroment Parms{};
Parms.Value = Value;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_SetAttackTraceDrawShapePlayer
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_SetAttackTraceDrawShapePlayer(bool Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_SetAttackTraceDrawShapePlayer");
Params::NoceCheatManager_Debug_SetAttackTraceDrawShapePlayer Parms{};
Parms.Value = Value;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_SetAttackTraceDrawShapePlayerDefelct
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_SetAttackTraceDrawShapePlayerDefelct(bool Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_SetAttackTraceDrawShapePlayerDefelct");
Params::NoceCheatManager_Debug_SetAttackTraceDrawShapePlayerDefelct Parms{};
Parms.Value = Value;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_SetBattlePositionForceActivate
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool bEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_SetBattlePositionForceActivate(bool bEnable)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_SetBattlePositionForceActivate");
Params::NoceCheatManager_Debug_SetBattlePositionForceActivate Parms{};
Parms.bEnable = bEnable;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_SetBattlePositionSystemEnabled
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool bEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_SetBattlePositionSystemEnabled(bool bEnable)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_SetBattlePositionSystemEnabled");
Params::NoceCheatManager_Debug_SetBattlePositionSystemEnabled Parms{};
Parms.bEnable = bEnable;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_SetBattleStatusTime
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_SetBattleStatusTime(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_SetBattleStatusTime");
Params::NoceCheatManager_Debug_SetBattleStatusTime Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_SetCapsuleShrinkEnableDebug
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_SetCapsuleShrinkEnableDebug(bool InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_SetCapsuleShrinkEnableDebug");
Params::NoceCheatManager_Debug_SetCapsuleShrinkEnableDebug Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_SetCapsuleShrinkEnableUse
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_SetCapsuleShrinkEnableUse(bool InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_SetCapsuleShrinkEnableUse");
Params::NoceCheatManager_Debug_SetCapsuleShrinkEnableUse Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_SetClawTransform
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_SetClawTransform(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_SetClawTransform");
Params::NoceCheatManager_Debug_SetClawTransform Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_SetCurrentMaxSanity
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_SetCurrentMaxSanity(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_SetCurrentMaxSanity");
Params::NoceCheatManager_Debug_SetCurrentMaxSanity Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_SetDebugEnemyInSight
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_SetDebugEnemyInSight(bool bValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_SetDebugEnemyInSight");
Params::NoceCheatManager_Debug_SetDebugEnemyInSight Parms{};
Parms.bValue = bValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_SetDrawTriggerBox
// (Final, Exec, Native, Public)
// Parameters:
// int32 InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_SetDrawTriggerBox(int32 InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_SetDrawTriggerBox");
Params::NoceCheatManager_Debug_SetDrawTriggerBox Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_SetEnemyAttackRatio
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_SetEnemyAttackRatio(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_SetEnemyAttackRatio");
Params::NoceCheatManager_Debug_SetEnemyAttackRatio Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_SetEnemyNoAttack
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_SetEnemyNoAttack(bool InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_SetEnemyNoAttack");
Params::NoceCheatManager_Debug_SetEnemyNoAttack Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_SetEventMaxTryFailedCount
// (Final, Exec, Native, Protected, BlueprintCallable)
// Parameters:
// int32 InCount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_SetEventMaxTryFailedCount(int32 InCount)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_SetEventMaxTryFailedCount");
Params::NoceCheatManager_Debug_SetEventMaxTryFailedCount Parms{};
Parms.InCount = InCount;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_SetEventMinDistanceSquared
// (Final, Exec, Native, Protected, BlueprintCallable)
// Parameters:
// float InDistanceSquared (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_SetEventMinDistanceSquared(float InDistanceSquared)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_SetEventMinDistanceSquared");
Params::NoceCheatManager_Debug_SetEventMinDistanceSquared Parms{};
Parms.InDistanceSquared = InDistanceSquared;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_SetForceJustDodge
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_SetForceJustDodge(bool bValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_SetForceJustDodge");
Params::NoceCheatManager_Debug_SetForceJustDodge Parms{};
Parms.bValue = bValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_SetFreeCameraRotate
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_SetFreeCameraRotate(bool InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_SetFreeCameraRotate");
Params::NoceCheatManager_Debug_SetFreeCameraRotate Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_SetHealth
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_SetHealth(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_SetHealth");
Params::NoceCheatManager_Debug_SetHealth Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_SetHealthPercent
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_SetHealthPercent(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_SetHealthPercent");
Params::NoceCheatManager_Debug_SetHealthPercent Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_SetHeightFogDistance
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_SetHeightFogDistance(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_SetHeightFogDistance");
Params::NoceCheatManager_Debug_SetHeightFogDistance Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_SetLanternPointRadius
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_SetLanternPointRadius(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_SetLanternPointRadius");
Params::NoceCheatManager_Debug_SetLanternPointRadius Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_SetLeaveEnemyInSightDistance
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_SetLeaveEnemyInSightDistance(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_SetLeaveEnemyInSightDistance");
Params::NoceCheatManager_Debug_SetLeaveEnemyInSightDistance Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_SetLowStaminaThreshold
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_SetLowStaminaThreshold(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_SetLowStaminaThreshold");
Params::NoceCheatManager_Debug_SetLowStaminaThreshold Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_SetMaxHealth
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_SetMaxHealth(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_SetMaxHealth");
Params::NoceCheatManager_Debug_SetMaxHealth Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_SetMaxSanity
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_SetMaxSanity(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_SetMaxSanity");
Params::NoceCheatManager_Debug_SetMaxSanity Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_SetMaxStamina
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_SetMaxStamina(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_SetMaxStamina");
Params::NoceCheatManager_Debug_SetMaxStamina Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_SetMoonlightRadius
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_SetMoonlightRadius(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_SetMoonlightRadius");
Params::NoceCheatManager_Debug_SetMoonlightRadius Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_SetNoCostSanity
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_SetNoCostSanity(bool bValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_SetNoCostSanity");
Params::NoceCheatManager_Debug_SetNoCostSanity Parms{};
Parms.bValue = bValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_SetNoPlayerHandleDamage
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_SetNoPlayerHandleDamage(bool bValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_SetNoPlayerHandleDamage");
Params::NoceCheatManager_Debug_SetNoPlayerHandleDamage Parms{};
Parms.bValue = bValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_SetNormalBattleBGMDistMultiplier
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_SetNormalBattleBGMDistMultiplier(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_SetNormalBattleBGMDistMultiplier");
Params::NoceCheatManager_Debug_SetNormalBattleBGMDistMultiplier Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_SetPlayerAttackRatio
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_SetPlayerAttackRatio(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_SetPlayerAttackRatio");
Params::NoceCheatManager_Debug_SetPlayerAttackRatio Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_SetPlayerControlerShowDebugInfo
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_SetPlayerControlerShowDebugInfo(bool InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_SetPlayerControlerShowDebugInfo");
Params::NoceCheatManager_Debug_SetPlayerControlerShowDebugInfo Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_SetPlayerDeflectRatio
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_SetPlayerDeflectRatio(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_SetPlayerDeflectRatio");
Params::NoceCheatManager_Debug_SetPlayerDeflectRatio Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_SetPlayerFurClawGRigidBodyAlpha
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_SetPlayerFurClawGRigidBodyAlpha(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_SetPlayerFurClawGRigidBodyAlpha");
Params::NoceCheatManager_Debug_SetPlayerFurClawGRigidBodyAlpha Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_SetPlayerFurClawRigidBodyAlpha
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_SetPlayerFurClawRigidBodyAlpha(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_SetPlayerFurClawRigidBodyAlpha");
Params::NoceCheatManager_Debug_SetPlayerFurClawRigidBodyAlpha Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_SetPlayerMoveSpeedRatio
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_SetPlayerMoveSpeedRatio(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_SetPlayerMoveSpeedRatio");
Params::NoceCheatManager_Debug_SetPlayerMoveSpeedRatio Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_SetPlayerOutfit
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// int32 InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_SetPlayerOutfit(int32 InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_SetPlayerOutfit");
Params::NoceCheatManager_Debug_SetPlayerOutfit Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_SetPlayerScabbardRigidBodyAlpha
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_SetPlayerScabbardRigidBodyAlpha(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_SetPlayerScabbardRigidBodyAlpha");
Params::NoceCheatManager_Debug_SetPlayerScabbardRigidBodyAlpha Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_SetPlayerScarfRigidBodyAlpha
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_SetPlayerScarfRigidBodyAlpha(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_SetPlayerScarfRigidBodyAlpha");
Params::NoceCheatManager_Debug_SetPlayerScarfRigidBodyAlpha Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_SetPlayerShawlRigidBodyAlpha
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_SetPlayerShawlRigidBodyAlpha(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_SetPlayerShawlRigidBodyAlpha");
Params::NoceCheatManager_Debug_SetPlayerShawlRigidBodyAlpha Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_SetPlayerSkirtRigidBodyAlpha
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_SetPlayerSkirtRigidBodyAlpha(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_SetPlayerSkirtRigidBodyAlpha");
Params::NoceCheatManager_Debug_SetPlayerSkirtRigidBodyAlpha Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_SetPlayerWinceRatio
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_SetPlayerWinceRatio(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_SetPlayerWinceRatio");
Params::NoceCheatManager_Debug_SetPlayerWinceRatio Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_SetProgressTag
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// class FName InTagName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_SetProgressTag(class FName InTagName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_SetProgressTag");
Params::NoceCheatManager_Debug_SetProgressTag Parms{};
Parms.InTagName = InTagName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_SetR3Skipped
// (Final, Exec, Native, Protected, BlueprintCallable)
// Parameters:
// bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_SetR3Skipped(bool InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_SetR3Skipped");
Params::NoceCheatManager_Debug_SetR3Skipped Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_SetShowEnemyHealthBar
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_SetShowEnemyHealthBar(bool bValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_SetShowEnemyHealthBar");
Params::NoceCheatManager_Debug_SetShowEnemyHealthBar Parms{};
Parms.bValue = bValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_SetShowFootStepVFXInfo
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_SetShowFootStepVFXInfo(bool bValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_SetShowFootStepVFXInfo");
Params::NoceCheatManager_Debug_SetShowFootStepVFXInfo Parms{};
Parms.bValue = bValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_SetShowPlayerClawTransformLog
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_SetShowPlayerClawTransformLog(bool bValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_SetShowPlayerClawTransformLog");
Params::NoceCheatManager_Debug_SetShowPlayerClawTransformLog Parms{};
Parms.bValue = bValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_SetShowPlayerInvincibleInfo
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_SetShowPlayerInvincibleInfo(bool bValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_SetShowPlayerInvincibleInfo");
Params::NoceCheatManager_Debug_SetShowPlayerInvincibleInfo Parms{};
Parms.bValue = bValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_SetShowPlayerSanityCostLog
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_SetShowPlayerSanityCostLog(bool bValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_SetShowPlayerSanityCostLog");
Params::NoceCheatManager_Debug_SetShowPlayerSanityCostLog Parms{};
Parms.bValue = bValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_SetShowPlayerShowHideInfo
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_SetShowPlayerShowHideInfo(bool bValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_SetShowPlayerShowHideInfo");
Params::NoceCheatManager_Debug_SetShowPlayerShowHideInfo Parms{};
Parms.bValue = bValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_SetShowPlayerStaminaCostLog
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_SetShowPlayerStaminaCostLog(bool bValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_SetShowPlayerStaminaCostLog");
Params::NoceCheatManager_Debug_SetShowPlayerStaminaCostLog Parms{};
Parms.bValue = bValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_SetSkipEnemyCounterableCheck
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_SetSkipEnemyCounterableCheck(bool bValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_SetSkipEnemyCounterableCheck");
Params::NoceCheatManager_Debug_SetSkipEnemyCounterableCheck Parms{};
Parms.bValue = bValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_SetStoryEndingCleared
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// int32 EndingType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_SetStoryEndingCleared(int32 EndingType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_SetStoryEndingCleared");
Params::NoceCheatManager_Debug_SetStoryEndingCleared Parms{};
Parms.EndingType = EndingType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_SetTriggerDetail
// (Final, Exec, Native, Public)
// Parameters:
// bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_SetTriggerDetail(bool InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_SetTriggerDetail");
Params::NoceCheatManager_Debug_SetTriggerDetail Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_SetWeaponDurability
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_SetWeaponDurability(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_SetWeaponDurability");
Params::NoceCheatManager_Debug_SetWeaponDurability Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_SetWeaponDurabilityCostRatio
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_SetWeaponDurabilityCostRatio(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_SetWeaponDurabilityCostRatio");
Params::NoceCheatManager_Debug_SetWeaponDurabilityCostRatio Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_ShowAchievementStatus
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_ShowAchievementStatus(bool InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_ShowAchievementStatus");
Params::NoceCheatManager_Debug_ShowAchievementStatus Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_ShowAutoAimCompWarpLocationInfo
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_ShowAutoAimCompWarpLocationInfo(bool bValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_ShowAutoAimCompWarpLocationInfo");
Params::NoceCheatManager_Debug_ShowAutoAimCompWarpLocationInfo Parms{};
Parms.bValue = bValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_ShowCounterableExtendAutoAimDistance
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_ShowCounterableExtendAutoAimDistance(bool InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_ShowCounterableExtendAutoAimDistance");
Params::NoceCheatManager_Debug_ShowCounterableExtendAutoAimDistance Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_ShowDynamicPickupsDebugInfo
// (Final, Exec, Native, Protected, BlueprintCallable)
// Parameters:
// bool InIsShow (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_ShowDynamicPickupsDebugInfo(bool InIsShow)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_ShowDynamicPickupsDebugInfo");
Params::NoceCheatManager_Debug_ShowDynamicPickupsDebugInfo Parms{};
Parms.InIsShow = InIsShow;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_ShowGimmickInfo
// (Final, Exec, Native, Public)
// Parameters:
// bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_ShowGimmickInfo(bool InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_ShowGimmickInfo");
Params::NoceCheatManager_Debug_ShowGimmickInfo Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_ShowHitPerfromVFXInfo
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool InShow (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_ShowHitPerfromVFXInfo(bool InShow)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_ShowHitPerfromVFXInfo");
Params::NoceCheatManager_Debug_ShowHitPerfromVFXInfo Parms{};
Parms.InShow = InShow;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_ShowIndicator
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_ShowIndicator(bool InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_ShowIndicator");
Params::NoceCheatManager_Debug_ShowIndicator Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_ShowInteractInfo
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_ShowInteractInfo(bool InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_ShowInteractInfo");
Params::NoceCheatManager_Debug_ShowInteractInfo Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_ShowInteractPriority
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_ShowInteractPriority(bool InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_ShowInteractPriority");
Params::NoceCheatManager_Debug_ShowInteractPriority Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_ShowLinkMotionDebugInfo
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_ShowLinkMotionDebugInfo(bool InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_ShowLinkMotionDebugInfo");
Params::NoceCheatManager_Debug_ShowLinkMotionDebugInfo Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_ShowRecordStatus
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_ShowRecordStatus(bool InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_ShowRecordStatus");
Params::NoceCheatManager_Debug_ShowRecordStatus Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_ShowSaveClearGame
// (Final, Exec, Native, Protected, BlueprintCallable)
void UNoceCheatManager::Debug_ShowSaveClearGame()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_ShowSaveClearGame");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_ShowSceneDitherFade
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_ShowSceneDitherFade(bool Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_ShowSceneDitherFade");
Params::NoceCheatManager_Debug_ShowSceneDitherFade Parms{};
Parms.Value = Value;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_ShowTeleportBlackScreen
// (Final, Exec, Native, Public)
// Parameters:
// bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_ShowTeleportBlackScreen(bool InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_ShowTeleportBlackScreen");
Params::NoceCheatManager_Debug_ShowTeleportBlackScreen Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_ShowWorldTriggerStatus
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_ShowWorldTriggerStatus(bool InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_ShowWorldTriggerStatus");
Params::NoceCheatManager_Debug_ShowWorldTriggerStatus Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_SpawnEnemy
// (Exec, Event, Public, BlueprintCallable, BlueprintEvent)
void UNoceCheatManager::Debug_SpawnEnemy()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_SpawnEnemy");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameNoce.NoceCheatManager.Debug_StartTutorial
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// int32 TutorialIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_StartTutorial(int32 TutorialIndex)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_StartTutorial");
Params::NoceCheatManager_Debug_StartTutorial Parms{};
Parms.TutorialIndex = TutorialIndex;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_StartTutorialByName
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// class FName TutorialName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_StartTutorialByName(class FName TutorialName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_StartTutorialByName");
Params::NoceCheatManager_Debug_StartTutorialByName Parms{};
Parms.TutorialName = TutorialName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_StartTutorialByPopWindow
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatManager::Debug_StartTutorialByPopWindow()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_StartTutorialByPopWindow");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_ToggleBColOnly
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatManager::Debug_ToggleBColOnly()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_ToggleBColOnly");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_ToggleBlockCameraColOnly
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatManager::Debug_ToggleBlockCameraColOnly()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_ToggleBlockCameraColOnly");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_ToggleCollisionViewLighting
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatManager::Debug_ToggleCollisionViewLighting()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_ToggleCollisionViewLighting");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_ToggleEColOnly
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatManager::Debug_ToggleEColOnly()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_ToggleEColOnly");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_ToggleGreyboxVisibility
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatManager::Debug_ToggleGreyboxVisibility()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_ToggleGreyboxVisibility");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_ToggleStorageInfo
// (Final, Exec, Native, Protected, BlueprintCallable)
void UNoceCheatManager::Debug_ToggleStorageInfo()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_ToggleStorageInfo");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_ToggleToolLight
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatManager::Debug_ToggleToolLight()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_ToggleToolLight");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_ToggleTriggerBox
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatManager::Debug_ToggleTriggerBox()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_ToggleTriggerBox");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_ToggleTriggerDetail
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatManager::Debug_ToggleTriggerDetail()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_ToggleTriggerDetail");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_UnequipWeapon
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatManager::Debug_UnequipWeapon()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_UnequipWeapon");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_UnlockAchievement
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_UnlockAchievement(int32 Index_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_UnlockAchievement");
Params::NoceCheatManager_Debug_UnlockAchievement Parms{};
Parms.Index_0 = Index_0;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_UseEnemyFootIK
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_UseEnemyFootIK(bool bValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_UseEnemyFootIK");
Params::NoceCheatManager_Debug_UseEnemyFootIK Parms{};
Parms.bValue = bValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_UseNPCFootIK
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_UseNPCFootIK(bool bValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_UseNPCFootIK");
Params::NoceCheatManager_Debug_UseNPCFootIK Parms{};
Parms.bValue = bValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_UseNPCLookAtIK
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_UseNPCLookAtIK(bool bValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_UseNPCLookAtIK");
Params::NoceCheatManager_Debug_UseNPCLookAtIK Parms{};
Parms.bValue = bValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_UseNPCPoseDriverIK
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_UseNPCPoseDriverIK(bool bValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_UseNPCPoseDriverIK");
Params::NoceCheatManager_Debug_UseNPCPoseDriverIK Parms{};
Parms.bValue = bValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_UsePlayerAimIK
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_UsePlayerAimIK(bool bValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_UsePlayerAimIK");
Params::NoceCheatManager_Debug_UsePlayerAimIK Parms{};
Parms.bValue = bValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_UsePlayerFootIK
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_UsePlayerFootIK(bool bValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_UsePlayerFootIK");
Params::NoceCheatManager_Debug_UsePlayerFootIK Parms{};
Parms.bValue = bValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_UsePlayerFullBodyIK
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_UsePlayerFullBodyIK(bool bValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_UsePlayerFullBodyIK");
Params::NoceCheatManager_Debug_UsePlayerFullBodyIK Parms{};
Parms.bValue = bValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_UsePlayerLookAtIK
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_UsePlayerLookAtIK(bool bValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_UsePlayerLookAtIK");
Params::NoceCheatManager_Debug_UsePlayerLookAtIK Parms{};
Parms.bValue = bValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_UsePlayerPoseDriverIK
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_UsePlayerPoseDriverIK(bool bValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_UsePlayerPoseDriverIK");
Params::NoceCheatManager_Debug_UsePlayerPoseDriverIK Parms{};
Parms.bValue = bValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.Debug_UsePlayerSkirtIK
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool bValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::Debug_UsePlayerSkirtIK(bool bValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "Debug_UsePlayerSkirtIK");
Params::NoceCheatManager_Debug_UsePlayerSkirtIK Parms{};
Parms.bValue = bValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.DebugGoBack
// (Final, Exec, Native, Public)
void UNoceCheatManager::DebugGoBack()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "DebugGoBack");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.DebugGoSave
// (Final, Exec, Native, Public)
// Parameters:
// class FName InSpotName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::DebugGoSave(class FName InSpotName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "DebugGoSave");
Params::NoceCheatManager_DebugGoSave Parms{};
Parms.InSpotName = InSpotName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.DebugGoTo
// (Final, Exec, Native, Public)
// Parameters:
// class FName InSpotName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::DebugGoTo(class FName InSpotName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "DebugGoTo");
Params::NoceCheatManager_DebugGoTo Parms{};
Parms.InSpotName = InSpotName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.EnableEnemyNavModifier
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::EnableEnemyNavModifier(bool InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "EnableEnemyNavModifier");
Params::NoceCheatManager_EnableEnemyNavModifier Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.EnablePlayerNavModifier
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::EnablePlayerNavModifier(bool InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "EnablePlayerNavModifier");
Params::NoceCheatManager_EnablePlayerNavModifier Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.EnableSanitySpawnSystem
// (Final, Exec, Native, Public)
// Parameters:
// bool bEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::EnableSanitySpawnSystem(bool bEnable)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "EnableSanitySpawnSystem");
Params::NoceCheatManager_EnableSanitySpawnSystem Parms{};
Parms.bEnable = bEnable;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.GetDialogParentTables
// (Event, Protected, BlueprintEvent)
// Parameters:
// class UCompositeDataTable* CompositeDataTable (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class UDataTable*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class UDataTable*> UNoceCheatManager::GetDialogParentTables(class UCompositeDataTable* CompositeDataTable)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "GetDialogParentTables");
Params::NoceCheatManager_GetDialogParentTables Parms{};
Parms.CompositeDataTable = CompositeDataTable;
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function GameNoce.NoceCheatManager.GetGamePlayTagByName
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const class FName& InTagName (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTag ReturnValue (Parm, OutParm, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
struct FGameplayTag UNoceCheatManager::GetGamePlayTagByName(const class FName& InTagName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "GetGamePlayTagByName");
Params::NoceCheatManager_GetGamePlayTagByName Parms{};
Parms.InTagName = InTagName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceCheatManager.IsDebugInvincibleEnabled
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceCheatManager::IsDebugInvincibleEnabled()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "IsDebugInvincibleEnabled");
Params::NoceCheatManager_IsDebugInvincibleEnabled Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceCheatManager.LockNavigationBuild
// (Final, Exec, Native, Public)
// Parameters:
// bool bLock (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::LockNavigationBuild(bool bLock)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "LockNavigationBuild");
Params::NoceCheatManager_LockNavigationBuild Parms{};
Parms.bLock = bLock;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.NoceBugItGo
// (Final, Exec, Native, Private, HasOutParams)
// Parameters:
// float X (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float Y (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float Z (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float pitch (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float Yaw (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float Roll (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString* GatewayString (Parm, OutParm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::NoceBugItGo(float X, float Y, float Z, float pitch, float Yaw, float Roll, class FString* GatewayString)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "NoceBugItGo");
Params::NoceCheatManager_NoceBugItGo Parms{};
Parms.X = X;
Parms.Y = Y;
Parms.Z = Z;
Parms.pitch = pitch;
Parms.Yaw = Yaw;
Parms.Roll = Roll;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (GatewayString != nullptr)
*GatewayString = std::move(Parms.GatewayString);
}
// Function GameNoce.NoceCheatManager.OnChangePlayerCharMeshTypeWindowDecided
// (Final, Native, Public)
// Parameters:
// const struct FNeoCheatPopWindowOutputParam&Result (Parm, NativeAccessSpecifierPublic)
void UNoceCheatManager::OnChangePlayerCharMeshTypeWindowDecided(const struct FNeoCheatPopWindowOutputParam& Result)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "OnChangePlayerCharMeshTypeWindowDecided");
Params::NoceCheatManager_OnChangePlayerCharMeshTypeWindowDecided Parms{};
Parms.Result = std::move(Result);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.OnStartTutorialWindowDecided
// (Final, Native, Public)
// Parameters:
// const struct FNeoCheatPopWindowOutputParam&Result (Parm, NativeAccessSpecifierPublic)
void UNoceCheatManager::OnStartTutorialWindowDecided(const struct FNeoCheatPopWindowOutputParam& Result)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "OnStartTutorialWindowDecided");
Params::NoceCheatManager_OnStartTutorialWindowDecided Parms{};
Parms.Result = std::move(Result);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.OnTestDiloagWindowDecided
// (Final, Native, Protected)
// Parameters:
// const struct FNeoCheatPopWindowOutputParam&Result (Parm, NativeAccessSpecifierPublic)
void UNoceCheatManager::OnTestDiloagWindowDecided(const struct FNeoCheatPopWindowOutputParam& Result)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "OnTestDiloagWindowDecided");
Params::NoceCheatManager_OnTestDiloagWindowDecided Parms{};
Parms.Result = std::move(Result);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.SetDrawNavLinkInfo
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::SetDrawNavLinkInfo(bool InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "SetDrawNavLinkInfo");
Params::NoceCheatManager_SetDrawNavLinkInfo Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.SetNoceAIGlobalThinkEnable
// (Final, Exec, Native, Public)
// Parameters:
// bool bEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::SetNoceAIGlobalThinkEnable(bool bEnable)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "SetNoceAIGlobalThinkEnable");
Params::NoceCheatManager_SetNoceAIGlobalThinkEnable Parms{};
Parms.bEnable = bEnable;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.SetNoceEnv
// (Final, Exec, Native, Public)
// Parameters:
// const class FString& AreaName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 RuntimeState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::SetNoceEnv(const class FString& AreaName, int32 Index_0, int32 RuntimeState)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "SetNoceEnv");
Params::NoceCheatManager_SetNoceEnv Parms{};
Parms.AreaName = std::move(AreaName);
Parms.Index_0 = Index_0;
Parms.RuntimeState = RuntimeState;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.SetNoceEnvExtra
// (Final, Exec, Native, Public)
// Parameters:
// const class FString& AreaName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 RuntimeState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::SetNoceEnvExtra(const class FString& AreaName, int32 Index_0, int32 RuntimeState)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "SetNoceEnvExtra");
Params::NoceCheatManager_SetNoceEnvExtra Parms{};
Parms.AreaName = std::move(AreaName);
Parms.Index_0 = Index_0;
Parms.RuntimeState = RuntimeState;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.ShowDebugControlRig
// (Final, Exec, Native, Protected, BlueprintCallable)
// Parameters:
// bool InShow (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::ShowDebugControlRig(bool InShow)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "ShowDebugControlRig");
Params::NoceCheatManager_ShowDebugControlRig Parms{};
Parms.InShow = InShow;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.ShowDebugKawaii
// (Final, Exec, Native, Protected, BlueprintCallable)
// Parameters:
// bool InShow (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::ShowDebugKawaii(bool InShow)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "ShowDebugKawaii");
Params::NoceCheatManager_ShowDebugKawaii Parms{};
Parms.InShow = InShow;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.ShowDebugRigidBody
// (Final, Exec, Native, Protected, BlueprintCallable)
// Parameters:
// bool InShow (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::ShowDebugRigidBody(bool InShow)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "ShowDebugRigidBody");
Params::NoceCheatManager_ShowDebugRigidBody Parms{};
Parms.InShow = InShow;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.ShowNoceAINoiseInfo
// (Final, Exec, Native, Public)
// Parameters:
// bool bEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::ShowNoceAINoiseInfo(bool bEnable)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "ShowNoceAINoiseInfo");
Params::NoceCheatManager_ShowNoceAINoiseInfo Parms{};
Parms.bEnable = bEnable;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.ShowNoceAISpawnerInfo
// (Final, Exec, Native, Public)
// Parameters:
// bool bEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::ShowNoceAISpawnerInfo(bool bEnable)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "ShowNoceAISpawnerInfo");
Params::NoceCheatManager_ShowNoceAISpawnerInfo Parms{};
Parms.bEnable = bEnable;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.ShowNoceAISystemInfo
// (Final, Exec, Native, Public)
// Parameters:
// bool bEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatManager::ShowNoceAISystemInfo(bool bEnable)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "ShowNoceAISystemInfo");
Params::NoceCheatManager_ShowNoceAISystemInfo Parms{};
Parms.bEnable = bEnable;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.SpawnDialogVOTestActor
// (Final, Exec, Native, Public)
void UNoceCheatManager::SpawnDialogVOTestActor()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "SpawnDialogVOTestActor");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.TestDialog
// (Final, Exec, Native, Public)
void UNoceCheatManager::TestDialog()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "TestDialog");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.ToggleCinematicNote
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatManager::ToggleCinematicNote()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "ToggleCinematicNote");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.ToggleFog
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatManager::ToggleFog()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "ToggleFog");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.ToggleGameClockInfo
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatManager::ToggleGameClockInfo()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "ToggleGameClockInfo");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.ToggleGameSettingInfo
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatManager::ToggleGameSettingInfo()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "ToggleGameSettingInfo");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.ToggleNoceAIGlobalThinkEnable
// (Final, Exec, Native, Public)
void UNoceCheatManager::ToggleNoceAIGlobalThinkEnable()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "ToggleNoceAIGlobalThinkEnable");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.ToggleNoceBattlePositionInfo
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatManager::ToggleNoceBattlePositionInfo()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "ToggleNoceBattlePositionInfo");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.ToggleNoceBattlePositionSystem
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatManager::ToggleNoceBattlePositionSystem()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "ToggleNoceBattlePositionSystem");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.ToggleNoceDialogInfo
// (Final, Exec, Native, Public)
void UNoceCheatManager::ToggleNoceDialogInfo()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "ToggleNoceDialogInfo");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.ToggleNocePPVDetailInfo
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatManager::ToggleNocePPVDetailInfo()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "ToggleNocePPVDetailInfo");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.ToggleNocePPVInfo
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatManager::ToggleNocePPVInfo()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "ToggleNocePPVInfo");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.ToggleOnewayInfo
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatManager::ToggleOnewayInfo()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "ToggleOnewayInfo");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.ToggleOnlyPPVInfo
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatManager::ToggleOnlyPPVInfo()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "ToggleOnlyPPVInfo");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.ToggleProgressInfo
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatManager::ToggleProgressInfo()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "ToggleProgressInfo");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.ToggleSweetLightCh
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatManager::ToggleSweetLightCh()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "ToggleSweetLightCh");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.ToggleSweetLightEnv
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatManager::ToggleSweetLightEnv()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "ToggleSweetLightEnv");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatManager.ToggleSweetLightMoon
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatManager::ToggleSweetLightMoon()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatManager", "ToggleSweetLightMoon");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatTitleLevelExtension.Debug_DeleteAllAutoSave
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatTitleLevelExtension::Debug_DeleteAllAutoSave()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatTitleLevelExtension", "Debug_DeleteAllAutoSave");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatTitleLevelExtension.Debug_DeleteAllGameSave
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatTitleLevelExtension::Debug_DeleteAllGameSave()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatTitleLevelExtension", "Debug_DeleteAllGameSave");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatTitleLevelExtension.Debug_DeleteAllMaunalSave
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatTitleLevelExtension::Debug_DeleteAllMaunalSave()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatTitleLevelExtension", "Debug_DeleteAllMaunalSave");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatTitleLevelExtension.Debug_DeleteSlot
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// int32 SlotIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatTitleLevelExtension::Debug_DeleteSlot(int32 SlotIndex)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatTitleLevelExtension", "Debug_DeleteSlot");
Params::NoceCheatTitleLevelExtension_Debug_DeleteSlot Parms{};
Parms.SlotIndex = SlotIndex;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatTitleLevelExtension.Debug_DeleteSystemSave
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatTitleLevelExtension::Debug_DeleteSystemSave()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatTitleLevelExtension", "Debug_DeleteSystemSave");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatTitleLevelExtension.Debug_JumpLevel
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatTitleLevelExtension::Debug_JumpLevel()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatTitleLevelExtension", "Debug_JumpLevel");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatTitleLevelExtension.Debug_NewGameActionLevel
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// int32 InLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatTitleLevelExtension::Debug_NewGameActionLevel(int32 InLevel)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatTitleLevelExtension", "Debug_NewGameActionLevel");
Params::NoceCheatTitleLevelExtension_Debug_NewGameActionLevel Parms{};
Parms.InLevel = InLevel;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatTitleLevelExtension.Debug_NewGameClearUFO
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// int32 InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatTitleLevelExtension::Debug_NewGameClearUFO(int32 InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatTitleLevelExtension", "Debug_NewGameClearUFO");
Params::NoceCheatTitleLevelExtension_Debug_NewGameClearUFO Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatTitleLevelExtension.Debug_NewGameRiddleLevel
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// int32 InLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatTitleLevelExtension::Debug_NewGameRiddleLevel(int32 InLevel)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatTitleLevelExtension", "Debug_NewGameRiddleLevel");
Params::NoceCheatTitleLevelExtension_Debug_NewGameRiddleLevel Parms{};
Parms.InLevel = InLevel;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatTitleLevelExtension.Debug_NewGameSimulateEnding
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// int32 InEndingType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatTitleLevelExtension::Debug_NewGameSimulateEnding(int32 InEndingType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatTitleLevelExtension", "Debug_NewGameSimulateEnding");
Params::NoceCheatTitleLevelExtension_Debug_NewGameSimulateEnding Parms{};
Parms.InEndingType = InEndingType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatTitleLevelExtension.Debug_NewGameSimulateRound
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// int32 InRound (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatTitleLevelExtension::Debug_NewGameSimulateRound(int32 InRound)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatTitleLevelExtension", "Debug_NewGameSimulateRound");
Params::NoceCheatTitleLevelExtension_Debug_NewGameSimulateRound Parms{};
Parms.InRound = InRound;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatTitleLevelExtension.Debug_PlayerOutfit
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// int32 InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatTitleLevelExtension::Debug_PlayerOutfit(int32 InType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatTitleLevelExtension", "Debug_PlayerOutfit");
Params::NoceCheatTitleLevelExtension_Debug_PlayerOutfit Parms{};
Parms.InType = InType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatTitleLevelExtension.Debug_SetEndingCleared
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// int32 InEndingType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatTitleLevelExtension::Debug_SetEndingCleared(int32 InEndingType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatTitleLevelExtension", "Debug_SetEndingCleared");
Params::NoceCheatTitleLevelExtension_Debug_SetEndingCleared Parms{};
Parms.InEndingType = InEndingType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatTitleLevelExtension.Debug_SetEndingNotCleared
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// int32 InEndingType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatTitleLevelExtension::Debug_SetEndingNotCleared(int32 InEndingType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatTitleLevelExtension", "Debug_SetEndingNotCleared");
Params::NoceCheatTitleLevelExtension_Debug_SetEndingNotCleared Parms{};
Parms.InEndingType = InEndingType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatTitleLevelExtension.Debug_SetLastEndingType
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// int32 InEndingType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatTitleLevelExtension::Debug_SetLastEndingType(int32 InEndingType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatTitleLevelExtension", "Debug_SetLastEndingType");
Params::NoceCheatTitleLevelExtension_Debug_SetLastEndingType Parms{};
Parms.InEndingType = InEndingType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatTitleLevelExtension.Debug_SetTitleCorruptLevel
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// int32 InLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatTitleLevelExtension::Debug_SetTitleCorruptLevel(int32 InLevel)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatTitleLevelExtension", "Debug_SetTitleCorruptLevel");
Params::NoceCheatTitleLevelExtension_Debug_SetTitleCorruptLevel Parms{};
Parms.InLevel = InLevel;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatTitleLevelExtension.Debug_ToggleStorageInfo
// (Final, Exec, Native, Public, BlueprintCallable)
void UNoceCheatTitleLevelExtension::Debug_ToggleStorageInfo()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatTitleLevelExtension", "Debug_ToggleStorageInfo");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatTitleLevelExtension.GetAllProgressTags
// (Final, Native, Public)
// Parameters:
// TArray<struct FGameplayTag> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<struct FGameplayTag> UNoceCheatTitleLevelExtension::GetAllProgressTags()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatTitleLevelExtension", "GetAllProgressTags");
Params::NoceCheatTitleLevelExtension_GetAllProgressTags Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceCheatTitleLevelExtension.GetAllProgressTagsAndNames
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// TArray<class FText> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class FText> UNoceCheatTitleLevelExtension::GetAllProgressTagsAndNames()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatTitleLevelExtension", "GetAllProgressTagsAndNames");
Params::NoceCheatTitleLevelExtension_GetAllProgressTagsAndNames Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceCheatTitleLevelExtension.GetAllTeleportTagsAndNames
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// TArray<class FText> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class FText> UNoceCheatTitleLevelExtension::GetAllTeleportTagsAndNames()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatTitleLevelExtension", "GetAllTeleportTagsAndNames");
Params::NoceCheatTitleLevelExtension_GetAllTeleportTagsAndNames Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceCheatTitleLevelExtension.GetLevels
// (Final, Native, Public)
// Parameters:
// int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class FText> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class FText> UNoceCheatTitleLevelExtension::GetLevels(int32 Index_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatTitleLevelExtension", "GetLevels");
Params::NoceCheatTitleLevelExtension_GetLevels Parms{};
Parms.Index_0 = Index_0;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceCheatTitleLevelExtension.GetLevelTags
// (Event, Public, BlueprintEvent)
// Parameters:
// int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class FText> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class FText> UNoceCheatTitleLevelExtension::GetLevelTags(int32 Index_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatTitleLevelExtension", "GetLevelTags");
Params::NoceCheatTitleLevelExtension_GetLevelTags Parms{};
Parms.Index_0 = Index_0;
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function GameNoce.NoceCheatTitleLevelExtension.JumpLevel
// (Event, Public, BlueprintEvent)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceCheatTitleLevelExtension::JumpLevel()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatTitleLevelExtension", "JumpLevel");
Params::NoceCheatTitleLevelExtension_JumpLevel Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function GameNoce.NoceCheatTitleLevelExtension.OnJumpLevelWindowDecided
// (Final, Native, Public)
// Parameters:
// const struct FNeoCheatPopWindowOutputParam&Result (Parm, NativeAccessSpecifierPublic)
void UNoceCheatTitleLevelExtension::OnJumpLevelWindowDecided(const struct FNeoCheatPopWindowOutputParam& Result)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatTitleLevelExtension", "OnJumpLevelWindowDecided");
Params::NoceCheatTitleLevelExtension_OnJumpLevelWindowDecided Parms{};
Parms.Result = std::move(Result);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatTitleLevelExtension.UpdateCutSceneNamesAndProgressTags
// (Final, Native, Protected, BlueprintCallable)
void UNoceCheatTitleLevelExtension::UpdateCutSceneNamesAndProgressTags()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatTitleLevelExtension", "UpdateCutSceneNamesAndProgressTags");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceTitleWidget.OnLogoDefaultFinished
// (Final, Native, Protected)
void UNoceTitleWidget::OnLogoDefaultFinished()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTitleWidget", "OnLogoDefaultFinished");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceTitleWidget.OnLogoToPressCompleted
// (Final, Native, Protected)
void UNoceTitleWidget::OnLogoToPressCompleted()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTitleWidget", "OnLogoToPressCompleted");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatUIExtension.Debug_AutoSwitchInputIcon
// (Final, Exec, Native, Public)
// Parameters:
// bool InEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatUIExtension::Debug_AutoSwitchInputIcon(bool InEnable)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatUIExtension", "Debug_AutoSwitchInputIcon");
Params::NoceCheatUIExtension_Debug_AutoSwitchInputIcon Parms{};
Parms.InEnable = InEnable;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatUIExtension.Debug_EnableSavePointFixWeapon
// (Final, Exec, Native, Public)
// Parameters:
// bool InEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatUIExtension::Debug_EnableSavePointFixWeapon(bool InEnable)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatUIExtension", "Debug_EnableSavePointFixWeapon");
Params::NoceCheatUIExtension_Debug_EnableSavePointFixWeapon Parms{};
Parms.InEnable = InEnable;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatUIExtension.Debug_EnableSavePointOffering
// (Final, Exec, Native, Public)
// Parameters:
// bool InEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatUIExtension::Debug_EnableSavePointOffering(bool InEnable)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatUIExtension", "Debug_EnableSavePointOffering");
Params::NoceCheatUIExtension_Debug_EnableSavePointOffering Parms{};
Parms.InEnable = InEnable;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatUIExtension.Debug_EnableSavePointUpgrade
// (Final, Exec, Native, Public)
// Parameters:
// bool InEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCheatUIExtension::Debug_EnableSavePointUpgrade(bool InEnable)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatUIExtension", "Debug_EnableSavePointUpgrade");
Params::NoceCheatUIExtension_Debug_EnableSavePointUpgrade Parms{};
Parms.InEnable = InEnable;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatUIExtension.Debug_HideCredit
// (Final, Exec, Native, Public)
void UNoceCheatUIExtension::Debug_HideCredit()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatUIExtension", "Debug_HideCredit");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatUIExtension.Debug_TestQuestUI
// (Final, Exec, Native, Public)
void UNoceCheatUIExtension::Debug_TestQuestUI()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatUIExtension", "Debug_TestQuestUI");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCheatUIExtension.OnTestQuestWindowDecided
// (Final, Native, Public)
// Parameters:
// const struct FNeoCheatPopWindowOutputParam&Result (Parm, NativeAccessSpecifierPublic)
void UNoceCheatUIExtension::OnTestQuestWindowDecided(const struct FNeoCheatPopWindowOutputParam& Result)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCheatUIExtension", "OnTestQuestWindowDecided");
Params::NoceCheatUIExtension_OnTestQuestWindowDecided Parms{};
Parms.Result = std::move(Result);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceTeleportTarget.GetPointName
// (Native, Event, Protected, BlueprintEvent)
// Parameters:
// class FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class FString ANoceTeleportTarget::GetPointName()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTeleportTarget", "GetPointName");
Params::NoceTeleportTarget_GetPointName Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceTeleportTarget.GetWorldTriggerGateway
// (Native, Event, Protected, BlueprintEvent)
// Parameters:
// TArray<class FName> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class FName> ANoceTeleportTarget::GetWorldTriggerGateway()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTeleportTarget", "GetWorldTriggerGateway");
Params::NoceTeleportTarget_GetWorldTriggerGateway Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceTeleportTarget.OnEndTeleport
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent)
void ANoceTeleportTarget::OnEndTeleport()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTeleportTarget", "OnEndTeleport");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceTeleportTarget.OnStartTeleport
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent)
void ANoceTeleportTarget::OnStartTeleport()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTeleportTarget", "OnStartTeleport");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceTeleportTarget.PreActualTeleport
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent)
void ANoceTeleportTarget::PreActualTeleport()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTeleportTarget", "PreActualTeleport");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceTeleportTarget.ReadyForFlush
// (Final, Native, Public, BlueprintCallable)
void ANoceTeleportTarget::ReadyForFlush()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTeleportTarget", "ReadyForFlush");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceTeleportTarget.RequestTeleport
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class APawn* InPassenger (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ResetCamera (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool IsInstant (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool StrictlyStreamingComplete (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool TeleportAfterStreaming (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ForceGCAfterLevelStreamedOut (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool IgnoreWorldTrigger (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceTeleportTarget::RequestTeleport(class APawn* InPassenger, bool ResetCamera, bool IsInstant, bool StrictlyStreamingComplete, bool TeleportAfterStreaming, bool ForceGCAfterLevelStreamedOut, bool IgnoreWorldTrigger)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTeleportTarget", "RequestTeleport");
Params::NoceTeleportTarget_RequestTeleport Parms{};
Parms.InPassenger = InPassenger;
Parms.ResetCamera = ResetCamera;
Parms.IsInstant = IsInstant;
Parms.StrictlyStreamingComplete = StrictlyStreamingComplete;
Parms.TeleportAfterStreaming = TeleportAfterStreaming;
Parms.ForceGCAfterLevelStreamedOut = ForceGCAfterLevelStreamedOut;
Parms.IgnoreWorldTrigger = IgnoreWorldTrigger;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceTileView.BP_GetEntryWidgetFromItem
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// const class UObject* Item (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UUserWidget* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UUserWidget* UNoceTileView::BP_GetEntryWidgetFromItem(const class UObject* Item)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTileView", "BP_GetEntryWidgetFromItem");
Params::NoceTileView_BP_GetEntryWidgetFromItem Parms{};
Parms.Item = Item;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceTileView.BP_ItemFromEntryWidget
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UUserWidget* EntryWidget (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UObject* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UObject* UNoceTileView::BP_ItemFromEntryWidget(class UUserWidget* EntryWidget)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTileView", "BP_ItemFromEntryWidget");
Params::NoceTileView_BP_ItemFromEntryWidget Parms{};
Parms.EntryWidget = EntryWidget;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceTileView.BP_UpdateScrollbarVisibility
// (Final, Native, Public)
void UNoceTileView::BP_UpdateScrollbarVisibility()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTileView", "BP_UpdateScrollbarVisibility");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceTileView.DisableInputs
// (Final, Native, Public, BlueprintCallable)
void UNoceTileView::DisableInputs()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTileView", "DisableInputs");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceTileView.EnableInputs
// (Final, Native, Public, BlueprintCallable)
void UNoceTileView::EnableInputs()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTileView", "EnableInputs");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceTileView.GetSelectingIndex
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UNoceTileView::GetSelectingIndex()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTileView", "GetSelectingIndex");
Params::NoceTileView_GetSelectingIndex Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceTileView.IsUserScrolling
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceTileView::IsUserScrolling()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTileView", "IsUserScrolling");
Params::NoceTileView_IsUserScrolling Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceTileView.PlaySound
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const struct FNeoAudioTriggerIdHandle& TriggerId (Parm, NoDestructor, NativeAccessSpecifierPublic)
void UNoceTileView::PlaySound(const struct FNeoAudioTriggerIdHandle& TriggerId)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTileView", "PlaySound");
Params::NoceTileView_PlaySound Parms{};
Parms.TriggerId = std::move(TriggerId);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceTileView.SetSound
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const struct FNeoAudioTriggerIdHandle& InSelectSound (Parm, NoDestructor, NativeAccessSpecifierPublic)
// const struct FNeoAudioTriggerIdHandle& InMouseHoverSound (Parm, NoDestructor, NativeAccessSpecifierPublic)
void UNoceTileView::SetSound(const struct FNeoAudioTriggerIdHandle& InSelectSound, const struct FNeoAudioTriggerIdHandle& InMouseHoverSound)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTileView", "SetSound");
Params::NoceTileView_SetSound Parms{};
Parms.InSelectSound = std::move(InSelectSound);
Parms.InMouseHoverSound = std::move(InMouseHoverSound);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceTileView.UpdateInput
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FInputEvent& InputEvent (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// const struct FKey& Key (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceTileView::UpdateInput(const struct FInputEvent& InputEvent, const struct FKey& Key)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTileView", "UpdateInput");
Params::NoceTileView_UpdateInput Parms{};
Parms.InputEvent = std::move(InputEvent);
Parms.Key = std::move(Key);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceChooserWidget.BP_UpdateSelectionIndex
// (Event, Protected, HasOutParams, BlueprintEvent)
// Parameters:
// bool IsLeft (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceChooserWidget::BP_UpdateSelectionIndex(bool IsLeft, bool* NoUse)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceChooserWidget", "BP_UpdateSelectionIndex");
Params::NoceChooserWidget_BP_UpdateSelectionIndex Parms{};
Parms.IsLeft = IsLeft;
UObject::ProcessEvent(Func, &Parms);
if (NoUse != nullptr)
*NoUse = Parms.NoUse;
}
// Function GameNoce.NoceChooserWidget.GetText
// (Event, Protected, BlueprintEvent)
// Parameters:
// class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
class FText UNoceChooserWidget::GetText()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceChooserWidget", "GetText");
Params::NoceChooserWidget_GetText Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function GameNoce.NoceChooserWidget.OnMouseDownLeftArrow
// (Final, Native, Protected)
void UNoceChooserWidget::OnMouseDownLeftArrow()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceChooserWidget", "OnMouseDownLeftArrow");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceChooserWidget.OnMouseDownRightArrow
// (Final, Native, Protected)
void UNoceChooserWidget::OnMouseDownRightArrow()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceChooserWidget", "OnMouseDownRightArrow");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceChooserWidget.RefreshText
// (Final, Native, Protected, BlueprintCallable)
void UNoceChooserWidget::RefreshText()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceChooserWidget", "RefreshText");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceChooserWidget.SetSetting
// (Native, Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UObject* InSetting (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceChooserWidget::SetSetting(class UObject* InSetting, bool* NoUse)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceChooserWidget", "SetSetting");
Params::NoceChooserWidget_SetSetting Parms{};
Parms.InSetting = InSetting;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (NoUse != nullptr)
*NoUse = Parms.NoUse;
}
// Function GameNoce.NoceChooserWidget.UpdateInput
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool IsLeft (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceChooserWidget::UpdateInput(bool IsLeft)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceChooserWidget", "UpdateInput");
Params::NoceChooserWidget_UpdateInput Parms{};
Parms.IsLeft = IsLeft;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceChooserWidget.UpdateIsDisable
// (Final, Native, Public, BlueprintCallable)
void UNoceChooserWidget::UpdateIsDisable()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceChooserWidget", "UpdateIsDisable");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceChooserWidget.UpdateSelectionIndex
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// bool IsLeft (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceChooserWidget::UpdateSelectionIndex(bool IsLeft)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceChooserWidget", "UpdateSelectionIndex");
Params::NoceChooserWidget_UpdateSelectionIndex Parms{};
Parms.IsLeft = IsLeft;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceChunkInstance.CheckDownloadableContentByRowName
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class FName InRowName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool* OutIsChunkInstalled (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool* OutIsOwnedDLC (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceChunkInstance::CheckDownloadableContentByRowName(class FName InRowName, bool* OutIsChunkInstalled, bool* OutIsOwnedDLC)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceChunkInstance", "CheckDownloadableContentByRowName");
Params::NoceChunkInstance_CheckDownloadableContentByRowName Parms{};
Parms.InRowName = InRowName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutIsChunkInstalled != nullptr)
*OutIsChunkInstalled = Parms.OutIsChunkInstalled;
if (OutIsOwnedDLC != nullptr)
*OutIsOwnedDLC = Parms.OutIsOwnedDLC;
}
// Function GameNoce.NoceChunkInstance.Initialize_BP
// (Event, Public, BlueprintEvent)
void UNoceChunkInstance::Initialize_BP()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceChunkInstance", "Initialize_BP");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameNoce.NoceChunkInstance.SetupDebugData_BP
// (Event, Public, BlueprintEvent)
void UNoceChunkInstance::SetupDebugData_BP()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceChunkInstance", "SetupDebugData_BP");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameNoce.NoceChunkInstance.SetUsingChunkDebugData
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InIsEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceChunkInstance::SetUsingChunkDebugData(bool InIsEnable)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceChunkInstance", "SetUsingChunkDebugData");
Params::NoceChunkInstance_SetUsingChunkDebugData Parms{};
Parms.InIsEnable = InIsEnable;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceChunkInstance.ShowCheckDLCResult_BP
// (Event, Public, BlueprintEvent)
// Parameters:
// class FName InRowName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool IsChunkInstalled (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool IsOwnedDLC (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceChunkInstance::ShowCheckDLCResult_BP(class FName InRowName, bool IsChunkInstalled, bool IsOwnedDLC)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceChunkInstance", "ShowCheckDLCResult_BP");
Params::NoceChunkInstance_ShowCheckDLCResult_BP Parms{};
Parms.InRowName = InRowName;
Parms.IsChunkInstalled = IsChunkInstalled;
Parms.IsOwnedDLC = IsOwnedDLC;
UObject::ProcessEvent(Func, &Parms);
}
// Function GameNoce.NoceChunkInstance.StartQueryDLC
// (Final, Native, Public, BlueprintCallable)
void UNoceChunkInstance::StartQueryDLC()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceChunkInstance", "StartQueryDLC");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceChunkInstance.StopQueryDLC
// (Final, Native, Public, BlueprintCallable)
void UNoceChunkInstance::StopQueryDLC()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceChunkInstance", "StopQueryDLC");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceChunkInstance.UpdateChunkDebugData
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName InRowName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ENoceChunkDebugType InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ENoceChunkDebugAction InAction (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceChunkInstance::UpdateChunkDebugData(class FName InRowName, ENoceChunkDebugType InType, ENoceChunkDebugAction InAction)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceChunkInstance", "UpdateChunkDebugData");
Params::NoceChunkInstance_UpdateChunkDebugData Parms{};
Parms.InRowName = InRowName;
Parms.InType = InType;
Parms.InAction = InAction;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceChunkInstance.DoesChunkFileExist
// (Final, Native, Protected, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 InChunkID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceChunkInstance::DoesChunkFileExist(int32 InChunkID) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceChunkInstance", "DoesChunkFileExist");
Params::NoceChunkInstance_DoesChunkFileExist Parms{};
Parms.InChunkID = InChunkID;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceChunkInstance.DoesGOGFileExist
// (Final, Native, Protected, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const class FString& InChunkID (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceChunkInstance::DoesGOGFileExist(const class FString& InChunkID) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceChunkInstance", "DoesGOGFileExist");
Params::NoceChunkInstance_DoesGOGFileExist Parms{};
Parms.InChunkID = std::move(InChunkID);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceChunkInstance.GetChunkDataByName
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FNoceChunkDataRow ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FNoceChunkDataRow UNoceChunkInstance::GetChunkDataByName(class FName InName) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceChunkInstance", "GetChunkDataByName");
Params::NoceChunkInstance_GetChunkDataByName Parms{};
Parms.InName = InName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceChunkInstance.GetChunkDataRowNames
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<class FName> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class FName> UNoceChunkInstance::GetChunkDataRowNames() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceChunkInstance", "GetChunkDataRowNames");
Params::NoceChunkInstance_GetChunkDataRowNames Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceChunkInstance.GetChunkIDFromDataRow
// (Final, Native, Protected, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const struct FNoceChunkDataRow& InDataRow (Parm, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UNoceChunkInstance::GetChunkIDFromDataRow(const struct FNoceChunkDataRow& InDataRow) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceChunkInstance", "GetChunkIDFromDataRow");
Params::NoceChunkInstance_GetChunkIDFromDataRow Parms{};
Parms.InDataRow = std::move(InDataRow);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceChunkInstance.GetDebugDataByType
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FName InRowName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ENoceChunkDebugType InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceChunkInstance::GetDebugDataByType(class FName InRowName, ENoceChunkDebugType InType) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceChunkInstance", "GetDebugDataByType");
Params::NoceChunkInstance_GetDebugDataByType Parms{};
Parms.InRowName = InRowName;
Parms.InType = InType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceChunkInstance.GetDownloadContentIDFromDataRow
// (Final, Native, Protected, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const struct FNoceChunkDataRow& InDataRow (Parm, NativeAccessSpecifierPublic)
// class FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class FString UNoceChunkInstance::GetDownloadContentIDFromDataRow(const struct FNoceChunkDataRow& InDataRow) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceChunkInstance", "GetDownloadContentIDFromDataRow");
Params::NoceChunkInstance_GetDownloadContentIDFromDataRow Parms{};
Parms.InDataRow = std::move(InDataRow);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceChunkInstance.GetGOGChunkIDFromDataRow
// (Final, Native, Protected, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const struct FNoceChunkDataRow& InDataRow (Parm, NativeAccessSpecifierPublic)
// class FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class FString UNoceChunkInstance::GetGOGChunkIDFromDataRow(const struct FNoceChunkDataRow& InDataRow) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceChunkInstance", "GetGOGChunkIDFromDataRow");
Params::NoceChunkInstance_GetGOGChunkIDFromDataRow Parms{};
Parms.InDataRow = std::move(InDataRow);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceChunkInstance.IsChunkInstalled
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32 InChunkID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceChunkInstance::IsChunkInstalled(int32 InChunkID) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceChunkInstance", "IsChunkInstalled");
Params::NoceChunkInstance_IsChunkInstalled Parms{};
Parms.InChunkID = InChunkID;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceChunkInstance.IsChunkInstalledByRowName
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FName InRowName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceChunkInstance::IsChunkInstalledByRowName(class FName InRowName) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceChunkInstance", "IsChunkInstalledByRowName");
Params::NoceChunkInstance_IsChunkInstalledByRowName Parms{};
Parms.InRowName = InRowName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceChunkInstance.IsOwnedDLCByID
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const class FString& InDLCID (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceChunkInstance::IsOwnedDLCByID(const class FString& InDLCID) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceChunkInstance", "IsOwnedDLCByID");
Params::NoceChunkInstance_IsOwnedDLCByID Parms{};
Parms.InDLCID = std::move(InDLCID);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceChunkInstance.IsOwnedDLCByRowName
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FName InRowName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceChunkInstance::IsOwnedDLCByRowName(class FName InRowName) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceChunkInstance", "IsOwnedDLCByRowName");
Params::NoceChunkInstance_IsOwnedDLCByRowName Parms{};
Parms.InRowName = InRowName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceCineCharInterface.DisableClothingWeightWhenSeqStart
// (Native, Public)
void INoceCineCharInterface::DisableClothingWeightWhenSeqStart()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("NoceCineCharInterface", "DisableClothingWeightWhenSeqStart");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCineCharInterface.DisablePropertyForCineChar
// (Native, Event, Protected, HasOutParams, BlueprintEvent)
// Parameters:
// bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void INoceCineCharInterface::DisablePropertyForCineChar(bool* NoUse)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("NoceCineCharInterface", "DisablePropertyForCineChar");
Params::NoceCineCharInterface_DisablePropertyForCineChar Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (NoUse != nullptr)
*NoUse = Parms.NoUse;
}
// Function GameNoce.NoceCineCharInterface.EnablePropertyForCineChar
// (Native, Event, Protected, BlueprintEvent)
// Parameters:
// const class UNoceCinematicActorComponent*inCineComponent (ConstParm, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void INoceCineCharInterface::EnablePropertyForCineChar(const class UNoceCinematicActorComponent* inCineComponent)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("NoceCineCharInterface", "EnablePropertyForCineChar");
Params::NoceCineCharInterface_EnablePropertyForCineChar Parms{};
Parms.inCineComponent = inCineComponent;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCineCharInterface.ResetClothingWeightWhenSeqStart
// (Native, Public)
void INoceCineCharInterface::ResetClothingWeightWhenSeqStart()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("NoceCineCharInterface", "ResetClothingWeightWhenSeqStart");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCineCharInterface.ResetWeaponStateForGameplay
// (Native, Event, Public, BlueprintCallable, BlueprintEvent)
void INoceCineCharInterface::ResetWeaponStateForGameplay()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("NoceCineCharInterface", "ResetWeaponStateForGameplay");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCineCharInterface.SetClearCineActorMeshTransform
// (Native, Public)
// Parameters:
// bool bEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void INoceCineCharInterface::SetClearCineActorMeshTransform(bool bEnable)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("NoceCineCharInterface", "SetClearCineActorMeshTransform");
Params::NoceCineCharInterface_SetClearCineActorMeshTransform Parms{};
Parms.bEnable = bEnable;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCineCharInterface.SetEnableLastCamBlendStart
// (Native, Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool bEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void INoceCineCharInterface::SetEnableLastCamBlendStart(bool bEnable)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("NoceCineCharInterface", "SetEnableLastCamBlendStart");
Params::NoceCineCharInterface_SetEnableLastCamBlendStart Parms{};
Parms.bEnable = bEnable;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCineCharInterface.SetPreSeamlessTrigger
// (Native, Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AActor* InTrigger (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void INoceCineCharInterface::SetPreSeamlessTrigger(class AActor* InTrigger)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("NoceCineCharInterface", "SetPreSeamlessTrigger");
Params::NoceCineCharInterface_SetPreSeamlessTrigger Parms{};
Parms.InTrigger = InTrigger;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCineCharInterface.ShowWeaponForCinematic
// (Native, Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool bShow (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void INoceCineCharInterface::ShowWeaponForCinematic(bool bShow)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("NoceCineCharInterface", "ShowWeaponForCinematic");
Params::NoceCineCharInterface_ShowWeaponForCinematic Parms{};
Parms.bShow = bShow;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCineCharInterface.UpdateHinaMeshTypeByCurrentSeqData
// (Native, Event, Public, BlueprintCallable, BlueprintEvent)
void INoceCineCharInterface::UpdateHinaMeshTypeByCurrentSeqData()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("NoceCineCharInterface", "UpdateHinaMeshTypeByCurrentSeqData");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCineCharInterface.UpdateWhenSequenceStartForReBindingChar
// (Native, Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AActor* SequenceActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void INoceCineCharInterface::UpdateWhenSequenceStartForReBindingChar(class AActor* SequenceActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("NoceCineCharInterface", "UpdateWhenSequenceStartForReBindingChar");
Params::NoceCineCharInterface_UpdateWhenSequenceStartForReBindingChar Parms{};
Parms.SequenceActor = SequenceActor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCineCharInterface.UpdateWhenSequenceStopForReBindingChar
// (Native, Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AActor* SequenceActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void INoceCineCharInterface::UpdateWhenSequenceStopForReBindingChar(class AActor* SequenceActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("NoceCineCharInterface", "UpdateWhenSequenceStopForReBindingChar");
Params::NoceCineCharInterface_UpdateWhenSequenceStopForReBindingChar Parms{};
Parms.SequenceActor = SequenceActor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCineCharInterface.GetCharacterTag
// (Native, Public, Const)
// Parameters:
// struct FGameplayTag ReturnValue (Parm, OutParm, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
struct FGameplayTag INoceCineCharInterface::GetCharacterTag() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("NoceCineCharInterface", "GetCharacterTag");
Params::NoceCineCharInterface_GetCharacterTag Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceCineCharInterface.GetEnableLastCamBlendStart
// (Native, Event, Public, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool INoceCineCharInterface::GetEnableLastCamBlendStart() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("NoceCineCharInterface", "GetEnableLastCamBlendStart");
Params::NoceCineCharInterface_GetEnableLastCamBlendStart Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceCineCharInterface.GetPreSeamlessTrigger
// (Native, Event, Public, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
// Parameters:
// class AActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AActor* INoceCineCharInterface::GetPreSeamlessTrigger() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("NoceCineCharInterface", "GetPreSeamlessTrigger");
Params::NoceCineCharInterface_GetPreSeamlessTrigger Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceCineCharInterface.IsCineChar
// (Native, Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
// Parameters:
// bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool INoceCineCharInterface::IsCineChar(bool* NoUse) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("NoceCineCharInterface", "IsCineChar");
Params::NoceCineCharInterface_IsCineChar Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (NoUse != nullptr)
*NoUse = Parms.NoUse;
return Parms.ReturnValue;
}
// Function GameNoce.NoceCineCharInterface.IsInCinematic
// (Native, Event, Public, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool INoceCineCharInterface::IsInCinematic() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("NoceCineCharInterface", "IsInCinematic");
Params::NoceCineCharInterface_IsInCinematic Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceCineCharInterface.IsUseSeqData
// (Native, Event, Public, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool INoceCineCharInterface::IsUseSeqData() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("NoceCineCharInterface", "IsUseSeqData");
Params::NoceCineCharInterface_IsUseSeqData Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerController.AddForbiddenInputActions
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const TArray<ENoceInputAction>& InInputActions (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// class FName InToken (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerController::AddForbiddenInputActions(const TArray<ENoceInputAction>& InInputActions, class FName InToken)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerController", "AddForbiddenInputActions");
Params::NocePlayerController_AddForbiddenInputActions Parms{};
Parms.InInputActions = std::move(InInputActions);
Parms.InToken = InToken;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerController.DoFlushPressedKeys
// (Final, Native, Public, BlueprintCallable)
void ANocePlayerController::DoFlushPressedKeys()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerController", "DoFlushPressedKeys");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerController.DoInteractAction
// (Final, Native, Public, BlueprintCallable)
void ANocePlayerController::DoInteractAction()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerController", "DoInteractAction");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerController.DoSimulateInputAction
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENoceInputAction InputAction (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool Pressed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerController::DoSimulateInputAction(ENoceInputAction InputAction, bool Pressed)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerController", "DoSimulateInputAction");
Params::NocePlayerController_DoSimulateInputAction Parms{};
Parms.InputAction = InputAction;
Parms.Pressed = Pressed;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerController.DoSprintAction
// (Final, Native, Public, BlueprintCallable)
void ANocePlayerController::DoSprintAction()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerController", "DoSprintAction");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerController.GetAcceptInputAction
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerController::GetAcceptInputAction()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerController", "GetAcceptInputAction");
Params::NocePlayerController_GetAcceptInputAction Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerController.GetAcceptInputAxis
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerController::GetAcceptInputAxis()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerController", "GetAcceptInputAxis");
Params::NocePlayerController_GetAcceptInputAxis Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerController.GetAcceptInputCamera
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerController::GetAcceptInputCamera()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerController", "GetAcceptInputCamera");
Params::NocePlayerController_GetAcceptInputCamera Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerController.GetAcceptUIInputAction
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerController::GetAcceptUIInputAction()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerController", "GetAcceptUIInputAction");
Params::NocePlayerController_GetAcceptUIInputAction Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerController.GetInputActionDownTime
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName InputAction (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ANocePlayerController::GetInputActionDownTime(class FName InputAction)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerController", "GetInputActionDownTime");
Params::NocePlayerController_GetInputActionDownTime Parms{};
Parms.InputAction = InputAction;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerController.GetInputActionName
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// ENoceInputAction InInputAction (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class FName ANocePlayerController::GetInputActionName(ENoceInputAction InInputAction)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerController", "GetInputActionName");
Params::NocePlayerController_GetInputActionName Parms{};
Parms.InInputAction = InInputAction;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerController.HaveInputAxis
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerController::HaveInputAxis()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerController", "HaveInputAxis");
Params::NocePlayerController_HaveInputAxis Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerController.IsInputActionDown
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName InputAction (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerController::IsInputActionDown(class FName InputAction)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerController", "IsInputActionDown");
Params::NocePlayerController_IsInputActionDown Parms{};
Parms.InputAction = InputAction;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerController.IsInputActionForbidden
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENoceInputAction InInputAction (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerController::IsInputActionForbidden(ENoceInputAction InInputAction)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerController", "IsInputActionForbidden");
Params::NocePlayerController_IsInputActionForbidden Parms{};
Parms.InInputAction = InInputAction;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerController.IsInputActionPressed
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName InputAction (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerController::IsInputActionPressed(class FName InputAction)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerController", "IsInputActionPressed");
Params::NocePlayerController_IsInputActionPressed Parms{};
Parms.InputAction = InputAction;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerController.IsPlayerInputValid
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class FName InInputAction (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerController::IsPlayerInputValid(class FName InInputAction)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerController", "IsPlayerInputValid");
Params::NocePlayerController_IsPlayerInputValid Parms{};
Parms.InInputAction = InInputAction;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerController.RemoveForbiddenInputActions
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const TArray<ENoceInputAction>& InInputActions (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// class FName InToken (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerController::RemoveForbiddenInputActions(const TArray<ENoceInputAction>& InInputActions, class FName InToken)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerController", "RemoveForbiddenInputActions");
Params::NocePlayerController_RemoveForbiddenInputActions Parms{};
Parms.InInputActions = std::move(InInputActions);
Parms.InToken = InToken;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerController.ResetForbiddenInputActions
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName InToken (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerController::ResetForbiddenInputActions(class FName InToken)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerController", "ResetForbiddenInputActions");
Params::NocePlayerController_ResetForbiddenInputActions Parms{};
Parms.InToken = InToken;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerController.SetAcceptInputAction
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InAcceptAction (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool InAcceptAxis (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool InAcceptUIAction (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName InToken (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerController::SetAcceptInputAction(bool InAcceptAction, bool InAcceptAxis, bool InAcceptUIAction, class FName InToken)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerController", "SetAcceptInputAction");
Params::NocePlayerController_SetAcceptInputAction Parms{};
Parms.InAcceptAction = InAcceptAction;
Parms.InAcceptAxis = InAcceptAxis;
Parms.InAcceptUIAction = InAcceptUIAction;
Parms.InToken = InToken;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerController.SetAcceptInputActionAndCamera
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InAcceptAction (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool InAcceptAxis (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool InAcceptUIAction (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool InAcceptCamera (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName InToken (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerController::SetAcceptInputActionAndCamera(bool InAcceptAction, bool InAcceptAxis, bool InAcceptUIAction, bool InAcceptCamera, class FName InToken)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerController", "SetAcceptInputActionAndCamera");
Params::NocePlayerController_SetAcceptInputActionAndCamera Parms{};
Parms.InAcceptAction = InAcceptAction;
Parms.InAcceptAxis = InAcceptAxis;
Parms.InAcceptUIAction = InAcceptUIAction;
Parms.InAcceptCamera = InAcceptCamera;
Parms.InToken = InToken;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerController.SetNonForbiddenInputActions
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const TArray<ENoceInputAction>& InInputActions (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// class FName InToken (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerController::SetNonForbiddenInputActions(const TArray<ENoceInputAction>& InInputActions, class FName InToken)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerController", "SetNonForbiddenInputActions");
Params::NocePlayerController_SetNonForbiddenInputActions Parms{};
Parms.InInputActions = std::move(InInputActions);
Parms.InToken = InToken;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceTitlePlayerController.OnMainMenuClosed
// (Final, Native, Public)
void ANoceTitlePlayerController::OnMainMenuClosed()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTitlePlayerController", "OnMainMenuClosed");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceTitlePlayerController.OnTitleClose
// (Final, Native, Public)
void ANoceTitlePlayerController::OnTitleClose()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTitlePlayerController", "OnTitleClose");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceTitlePlayerController.OnTitleFlowClose
// (Final, Native, Public)
void ANoceTitlePlayerController::OnTitleFlowClose()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTitlePlayerController", "OnTitleFlowClose");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceTitlePlayerController.ShowMainMenu
// (Final, Native, Public, BlueprintCallable)
void ANoceTitlePlayerController::ShowMainMenu()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTitlePlayerController", "ShowMainMenu");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceTutorialInstructor.IsCompleteCondition
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceTutorialInstructor::IsCompleteCondition()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTutorialInstructor", "IsCompleteCondition");
Params::NoceTutorialInstructor_IsCompleteCondition Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceTutorialInstructor.IsInProgress
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceTutorialInstructor::IsInProgress()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTutorialInstructor", "IsInProgress");
Params::NoceTutorialInstructor_IsInProgress Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceTutorialInstructor.IsPreviousTutorialClear
// (Final, Native, Protected, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceTutorialInstructor::IsPreviousTutorialClear()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTutorialInstructor", "IsPreviousTutorialClear");
Params::NoceTutorialInstructor_IsPreviousTutorialClear Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceTutorialInstructor.IsStartCondition
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceTutorialInstructor::IsStartCondition()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTutorialInstructor", "IsStartCondition");
Params::NoceTutorialInstructor_IsStartCondition Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceTutorialInstructor.OnTutorialClose
// (Native, Event, Public, BlueprintEvent)
void ANoceTutorialInstructor::OnTutorialClose()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTutorialInstructor", "OnTutorialClose");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceTutorialInstructor.OnTutorialFinish
// (Native, Event, Public, BlueprintEvent)
void ANoceTutorialInstructor::OnTutorialFinish()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTutorialInstructor", "OnTutorialFinish");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceTutorialInstructor.OnTutorialStart
// (Native, Event, Public, BlueprintEvent)
void ANoceTutorialInstructor::OnTutorialStart()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTutorialInstructor", "OnTutorialStart");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceTutorialInstructor.OnTutorialTrigger
// (Native, Event, Public, BlueprintEvent)
void ANoceTutorialInstructor::OnTutorialTrigger()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTutorialInstructor", "OnTutorialTrigger");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceTutorialInstructor.TickFinish
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// float DeltaTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceTutorialInstructor::TickFinish(float DeltaTime)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTutorialInstructor", "TickFinish");
Params::NoceTutorialInstructor_TickFinish Parms{};
Parms.DeltaTime = DeltaTime;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceTutorialInstructor.TickListening
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// float DeltaTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceTutorialInstructor::TickListening(float DeltaTime)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTutorialInstructor", "TickListening");
Params::NoceTutorialInstructor_TickListening Parms{};
Parms.DeltaTime = DeltaTime;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceTutorialInstructor.TickStart
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// float DeltaTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceTutorialInstructor::TickStart(float DeltaTime)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTutorialInstructor", "TickStart");
Params::NoceTutorialInstructor_TickStart Parms{};
Parms.DeltaTime = DeltaTime;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCommandCreditWidget.AddDeltaTime
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float InDeltaTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCommandCreditWidget::AddDeltaTime(float InDeltaTime)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCommandCreditWidget", "AddDeltaTime");
Params::NoceCommandCreditWidget_AddDeltaTime Parms{};
Parms.InDeltaTime = InDeltaTime;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCommandCreditWidget.ResetDeltaTime
// (Final, Native, Public, BlueprintCallable)
void UNoceCommandCreditWidget::ResetDeltaTime()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCommandCreditWidget", "ResetDeltaTime");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCommandCreditWidget.UpdateDebugSpeed
// (Native, Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// float Speed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceCommandCreditWidget::UpdateDebugSpeed(float Speed)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCommandCreditWidget", "UpdateDebugSpeed");
Params::NoceCommandCreditWidget_UpdateDebugSpeed Parms{};
Parms.Speed = Speed;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSanityComponent.ClearAttackBuffAccumulateValue
// (Final, Native, Public, BlueprintCallable)
void UNoceSanityComponent::ClearAttackBuffAccumulateValue()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSanityComponent", "ClearAttackBuffAccumulateValue");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSanityComponent.CostCurrentMaxSanity
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool InCanEndFocus (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSanityComponent::CostCurrentMaxSanity(float InValue, bool InCanEndFocus)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSanityComponent", "CostCurrentMaxSanity");
Params::NoceSanityComponent_CostCurrentMaxSanity Parms{};
Parms.InValue = InValue;
Parms.InCanEndFocus = InCanEndFocus;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSanityComponent.CostSanity
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool InClampByCurrentMaxSanity (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSanityComponent::CostSanity(float InValue, bool InClampByCurrentMaxSanity)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSanityComponent", "CostSanity");
Params::NoceSanityComponent_CostSanity Parms{};
Parms.InValue = InValue;
Parms.InClampByCurrentMaxSanity = InClampByCurrentMaxSanity;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSanityComponent.EndFocus
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InApplySanityWeak (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSanityComponent::EndFocus(bool InApplySanityWeak)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSanityComponent", "EndFocus");
Params::NoceSanityComponent_EndFocus Parms{};
Parms.InApplySanityWeak = InApplySanityWeak;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSanityComponent.ForceReset
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InFillSanityToCurrentMaxSanity (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool InForceResetTimeDilation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSanityComponent::ForceReset(bool InFillSanityToCurrentMaxSanity, bool InForceResetTimeDilation)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSanityComponent", "ForceReset");
Params::NoceSanityComponent_ForceReset Parms{};
Parms.InFillSanityToCurrentMaxSanity = InFillSanityToCurrentMaxSanity;
Parms.InForceResetTimeDilation = InForceResetTimeDilation;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSanityComponent.GetActionLevelSanityRegenRatio
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNoceSanityComponent::GetActionLevelSanityRegenRatio()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSanityComponent", "GetActionLevelSanityRegenRatio");
Params::NoceSanityComponent_GetActionLevelSanityRegenRatio Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSanityComponent.GetEnableFocus
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceSanityComponent::GetEnableFocus()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSanityComponent", "GetEnableFocus");
Params::NoceSanityComponent_GetEnableFocus Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSanityComponent.HandleInputAction
// (Final, Native, Protected)
// Parameters:
// ENoceInputAction InInputAction (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool InPressed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSanityComponent::HandleInputAction(ENoceInputAction InInputAction, bool InPressed)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSanityComponent", "HandleInputAction");
Params::NoceSanityComponent_HandleInputAction Parms{};
Parms.InInputAction = InInputAction;
Parms.InPressed = InPressed;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSanityComponent.HandleOnHit
// (Final, Native, Protected, HasOutParams)
// Parameters:
// const TArray<struct FNoceAttackHitResult>&HitResults (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
void UNoceSanityComponent::HandleOnHit(const TArray<struct FNoceAttackHitResult>& HitResults)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSanityComponent", "HandleOnHit");
Params::NoceSanityComponent_HandleOnHit Parms{};
Parms.HitResults = std::move(HitResults);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSanityComponent.HandleOnPossessed
// (Final, Native, Protected)
// Parameters:
// bool InPossessed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSanityComponent::HandleOnPossessed(bool InPossessed)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSanityComponent", "HandleOnPossessed");
Params::NoceSanityComponent_HandleOnPossessed Parms{};
Parms.InPossessed = InPossessed;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSanityComponent.HasAttackBuffAccumulateValue
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceSanityComponent::HasAttackBuffAccumulateValue()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSanityComponent", "HasAttackBuffAccumulateValue");
Params::NoceSanityComponent_HasAttackBuffAccumulateValue Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSanityComponent.IsUsingFocus
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceSanityComponent::IsUsingFocus()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSanityComponent", "IsUsingFocus");
Params::NoceSanityComponent_IsUsingFocus Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSanityComponent.PauseAttackBuffAccumulate
// (Final, Native, Public, BlueprintCallable)
void UNoceSanityComponent::PauseAttackBuffAccumulate()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSanityComponent", "PauseAttackBuffAccumulate");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSanityComponent.ResetNoChangeWaitForRecoverTimer
// (Final, Native, Public, BlueprintCallable)
void UNoceSanityComponent::ResetNoChangeWaitForRecoverTimer()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSanityComponent", "ResetNoChangeWaitForRecoverTimer");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSanityComponent.ResumeAttackBuffAccumulate
// (Final, Native, Public, BlueprintCallable)
void UNoceSanityComponent::ResumeAttackBuffAccumulate()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSanityComponent", "ResumeAttackBuffAccumulate");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSanityComponent.SetEnableFocus
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSanityComponent::SetEnableFocus(bool Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSanityComponent", "SetEnableFocus");
Params::NoceSanityComponent_SetEnableFocus Parms{};
Parms.Value = Value;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSanityComponent.StartFocus
// (Final, Native, Public, BlueprintCallable)
void UNoceSanityComponent::StartFocus()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSanityComponent", "StartFocus");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCommonMessageWidget.OnGuideChanged
// (Final, Native, Protected)
void UNoceCommonMessageWidget::OnGuideChanged()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCommonMessageWidget", "OnGuideChanged");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCommonMessageWidget.OnTopWidgetChanged
// (Final, Native, Protected)
// Parameters:
// int32 Size (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCommonMessageWidget::OnTopWidgetChanged(int32 Size)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCommonMessageWidget", "OnTopWidgetChanged");
Params::NoceCommonMessageWidget_OnTopWidgetChanged Parms{};
Parms.Size = Size;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCommonWindowWidget.ShowText
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// const class FText& InText (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// const struct FLinearColor& InColor (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCommonWindowWidget::ShowText(const class FText& InText, const struct FLinearColor& InColor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCommonWindowWidget", "ShowText");
Params::NoceCommonWindowWidget_ShowText Parms{};
Parms.InText = std::move(InText);
Parms.InColor = std::move(InColor);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSaveGame.AnyEndingCleared
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceSaveGame::AnyEndingCleared()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveGame", "AnyEndingCleared");
Params::NoceSaveGame_AnyEndingCleared Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSaveGame.GetCurrentRound
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UNoceSaveGame::GetCurrentRound()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveGame", "GetCurrentRound");
Params::NoceSaveGame_GetCurrentRound Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSaveGame.GetCurrentRoundType
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// ENoceRoundType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ENoceRoundType UNoceSaveGame::GetCurrentRoundType()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveGame", "GetCurrentRoundType");
Params::NoceSaveGame_GetCurrentRoundType Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSaveGame.GetDefiniteEndingType
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// ENoceEndingType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ENoceEndingType UNoceSaveGame::GetDefiniteEndingType()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveGame", "GetDefiniteEndingType");
Params::NoceSaveGame_GetDefiniteEndingType Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSaveGame.GetEndingClearedCount
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UNoceSaveGame::GetEndingClearedCount()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveGame", "GetEndingClearedCount");
Params::NoceSaveGame_GetEndingClearedCount Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSaveGame.GetPlayerOutfitValue
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// ENocePlayerOutfit ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ENocePlayerOutfit UNoceSaveGame::GetPlayerOutfitValue()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveGame", "GetPlayerOutfitValue");
Params::NoceSaveGame_GetPlayerOutfitValue Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSaveGame.GetPlayerStartTransform
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FTransform ReturnValue (Parm, OutParm, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
struct FTransform UNoceSaveGame::GetPlayerStartTransform()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveGame", "GetPlayerStartTransform");
Params::NoceSaveGame_GetPlayerStartTransform Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSaveGame.HandleInheritToNextRound
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ClearProgress (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSaveGame::HandleInheritToNextRound(bool ClearProgress)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveGame", "HandleInheritToNextRound");
Params::NoceSaveGame_HandleInheritToNextRound Parms{};
Parms.ClearProgress = ClearProgress;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSaveGame.HasSaveRecord
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceSaveGame::HasSaveRecord()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveGame", "HasSaveRecord");
Params::NoceSaveGame_HasSaveRecord Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSaveGame.IsEndingCleared
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// ENoceEndingType EndingType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceSaveGame::IsEndingCleared(ENoceEndingType EndingType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveGame", "IsEndingCleared");
Params::NoceSaveGame_IsEndingCleared Parms{};
Parms.EndingType = EndingType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSaveGame.RemoveEndingFlag
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENoceEndingType EndingType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSaveGame::RemoveEndingFlag(ENoceEndingType EndingType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveGame", "RemoveEndingFlag");
Params::NoceSaveGame_RemoveEndingFlag Parms{};
Parms.EndingType = EndingType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSaveGame.SetDefiniteEndingType
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENoceEndingType EndingType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSaveGame::SetDefiniteEndingType(ENoceEndingType EndingType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveGame", "SetDefiniteEndingType");
Params::NoceSaveGame_SetDefiniteEndingType Parms{};
Parms.EndingType = EndingType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSaveGame.SetEndingCleared
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENoceEndingType EndingType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSaveGame::SetEndingCleared(ENoceEndingType EndingType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveGame", "SetEndingCleared");
Params::NoceSaveGame_SetEndingCleared Parms{};
Parms.EndingType = EndingType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSaveGame.SetPlayerOutfitValue
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENocePlayerOutfit InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSaveGame::SetPlayerOutfitValue(ENocePlayerOutfit InType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveGame", "SetPlayerOutfitValue");
Params::NoceSaveGame_SetPlayerOutfitValue Parms{};
Parms.InType = InType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceConditionHandler.CompleteExecutingActions
// (Native, Public, BlueprintCallable)
void UNoceConditionHandler::CompleteExecutingActions()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceConditionHandler", "CompleteExecutingActions");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceConditionHandler.ExecuteAction
// (Native, Public, BlueprintCallable)
// Parameters:
// class UNoceActionBase* Action (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceConditionHandler::ExecuteAction(class UNoceActionBase* Action)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceConditionHandler", "ExecuteAction");
Params::NoceConditionHandler_ExecuteAction Parms{};
Parms.Action = Action;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceConditionHandler.ExecuteFailedActions
// (Native, Public, BlueprintCallable)
void UNoceConditionHandler::ExecuteFailedActions()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceConditionHandler", "ExecuteFailedActions");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceConditionHandler.ExecuteNextAction
// (Native, Public, BlueprintCallable)
void UNoceConditionHandler::ExecuteNextAction()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceConditionHandler", "ExecuteNextAction");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceConditionHandler.ExecuteSuccessActions
// (Native, Public, BlueprintCallable)
void UNoceConditionHandler::ExecuteSuccessActions()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceConditionHandler", "ExecuteSuccessActions");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceConditionHandler.GetCondition
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UNoceConditionBase* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UNoceConditionBase* UNoceConditionHandler::GetCondition()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceConditionHandler", "GetCondition");
Params::NoceConditionHandler_GetCondition Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceConditionHandler.HandleCondition
// (Native, Public, BlueprintCallable)
void UNoceConditionHandler::HandleCondition()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceConditionHandler", "HandleCondition");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceConditionHandler.IsConditionMatch
// (Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceConditionHandler::IsConditionMatch()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceConditionHandler", "IsConditionMatch");
Params::NoceConditionHandler_IsConditionMatch Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceCreditListItemWidget.SetData
// (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// const struct FNoceUICreditData& Data (Parm, NativeAccessSpecifierPublic)
// bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceCreditListItemWidget::SetData(const struct FNoceUICreditData& Data, bool* NoUse)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCreditListItemWidget", "SetData");
Params::NoceCreditListItemWidget_SetData Parms{};
Parms.Data = std::move(Data);
UObject::ProcessEvent(Func, &Parms);
if (NoUse != nullptr)
*NoUse = Parms.NoUse;
}
// Function GameNoce.NoceUIInputImage.SetInputIcon
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName IconName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceUIInputImage::SetInputIcon(class FName IconName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceUIInputImage", "SetInputIcon");
Params::NoceUIInputImage_SetInputIcon Parms{};
Parms.IconName = IconName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceUIInputImage.UpdateIcon
// (Final, Native, Public, BlueprintCallable)
void UNoceUIInputImage::UpdateIcon()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceUIInputImage", "UpdateIcon");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceCustomGrid.SetupNavigationSetting
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const TArray<struct FNoceUICustomGridNavigationSetting>&InSetting (Parm, ZeroConstructor, NativeAccessSpecifierPublic)
void UNoceCustomGrid::SetupNavigationSetting(const TArray<struct FNoceUICustomGridNavigationSetting>& InSetting)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceCustomGrid", "SetupNavigationSetting");
Params::NoceCustomGrid_SetupNavigationSetting Parms{};
Parms.InSetting = std::move(InSetting);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceUIKeyMappingText.SetTextStyleKey
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 Key (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceUIKeyMappingText::SetTextStyleKey(int32 Key)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceUIKeyMappingText", "SetTextStyleKey");
Params::NoceUIKeyMappingText_SetTextStyleKey Parms{};
Parms.Key = Key;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceUIKeyMappingText.SetWrapTextAt
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float InWrapTextAt (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceUIKeyMappingText::SetWrapTextAt(float InWrapTextAt)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceUIKeyMappingText", "SetWrapTextAt");
Params::NoceUIKeyMappingText_SetWrapTextAt Parms{};
Parms.InWrapTextAt = InWrapTextAt;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceDamageHandleComponent.NotifyOnDamageEvent
// (Final, Native, Public)
// Parameters:
// class AActor* Attacker (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName ComboName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InHealthDamage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceDamageHandleComponent::NotifyOnDamageEvent(class AActor* Attacker, class FName ComboName, float InHealthDamage)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceDamageHandleComponent", "NotifyOnDamageEvent");
Params::NoceDamageHandleComponent_NotifyOnDamageEvent Parms{};
Parms.Attacker = Attacker;
Parms.ComboName = ComboName;
Parms.InHealthDamage = InHealthDamage;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceDamageHandleComponent.NotifyPreDamageEvent
// (Final, Native, Public)
// Parameters:
// float InHealthDamage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InMaxSanityDamage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceDamageHandleComponent::NotifyPreDamageEvent(float InHealthDamage, float InMaxSanityDamage)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceDamageHandleComponent", "NotifyPreDamageEvent");
Params::NoceDamageHandleComponent_NotifyPreDamageEvent Parms{};
Parms.InHealthDamage = InHealthDamage;
Parms.InMaxSanityDamage = InMaxSanityDamage;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceUISelectableWidgetInterface.OnDecide
// (Native, Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void INoceUISelectableWidgetInterface::OnDecide(bool* NoUse)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("NoceUISelectableWidgetInterface", "OnDecide");
Params::NoceUISelectableWidgetInterface_OnDecide Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (NoUse != nullptr)
*NoUse = Parms.NoUse;
}
// Function GameNoce.NoceUISelectableWidgetInterface.OnFocus
// (Native, Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void INoceUISelectableWidgetInterface::OnFocus(bool* NoUse)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("NoceUISelectableWidgetInterface", "OnFocus");
Params::NoceUISelectableWidgetInterface_OnFocus Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (NoUse != nullptr)
*NoUse = Parms.NoUse;
}
// Function GameNoce.NoceUISelectableWidgetInterface.OnReset
// (Native, Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void INoceUISelectableWidgetInterface::OnReset(bool* NoUse)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("NoceUISelectableWidgetInterface", "OnReset");
Params::NoceUISelectableWidgetInterface_OnReset Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (NoUse != nullptr)
*NoUse = Parms.NoUse;
}
// Function GameNoce.NoceUISelectableWidgetInterface.OnSelect
// (Native, Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void INoceUISelectableWidgetInterface::OnSelect(bool* NoUse)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("NoceUISelectableWidgetInterface", "OnSelect");
Params::NoceUISelectableWidgetInterface_OnSelect Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (NoUse != nullptr)
*NoUse = Parms.NoUse;
}
// Function GameNoce.NoceUISelectableWidgetInterface.OnUnfocus
// (Native, Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void INoceUISelectableWidgetInterface::OnUnfocus(bool* NoUse)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("NoceUISelectableWidgetInterface", "OnUnfocus");
Params::NoceUISelectableWidgetInterface_OnUnfocus Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (NoUse != nullptr)
*NoUse = Parms.NoUse;
}
// Function GameNoce.NoceUISelectableWidgetInterface.SetContainer
// (Native, Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UObject* NewContainer (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void INoceUISelectableWidgetInterface::SetContainer(class UObject* NewContainer, bool* NoUse)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("NoceUISelectableWidgetInterface", "SetContainer");
Params::NoceUISelectableWidgetInterface_SetContainer Parms{};
Parms.NewContainer = NewContainer;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (NoUse != nullptr)
*NoUse = Parms.NoUse;
}
// Function GameNoce.NoceDebugCameraController.OnTeleportPawn
// (Native, Event, Public, BlueprintEvent)
void ANoceDebugCameraController::OnTeleportPawn()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceDebugCameraController", "OnTeleportPawn");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceDebugCameraController.TeleportPawn
// (Final, Native, Protected)
void ANoceDebugCameraController::TeleportPawn()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceDebugCameraController", "TeleportPawn");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceTimeManager.ApplyGlobalTimeDilation
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float InTimeDilation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InDuration (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceTimeManager::ApplyGlobalTimeDilation(float InTimeDilation, float InDuration)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTimeManager", "ApplyGlobalTimeDilation");
Params::NoceTimeManager_ApplyGlobalTimeDilation Parms{};
Parms.InTimeDilation = InTimeDilation;
Parms.InDuration = InDuration;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceTimeManager.ApplyTimeDilation
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENoceTimeEffectType InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InTimeDilation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceTimeManager::ApplyTimeDilation(ENoceTimeEffectType InType, float InTimeDilation)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTimeManager", "ApplyTimeDilation");
Params::NoceTimeManager_ApplyTimeDilation Parms{};
Parms.InType = InType;
Parms.InTimeDilation = InTimeDilation;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceTimeManager.OnExitNotebook
// (Final, Native, Protected)
void ANoceTimeManager::OnExitNotebook()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTimeManager", "OnExitNotebook");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceTimeManager.OnGlobalTimerUp
// (Final, Native, Protected)
void ANoceTimeManager::OnGlobalTimerUp()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTimeManager", "OnGlobalTimerUp");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceTimeManager.OnOpenNotebook
// (Final, Native, Protected)
void ANoceTimeManager::OnOpenNotebook()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTimeManager", "OnOpenNotebook");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceTimeManager.OnPlayerEnterEvent
// (Final, Native, Protected)
void ANoceTimeManager::OnPlayerEnterEvent()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTimeManager", "OnPlayerEnterEvent");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceTimeManager.RemoveTimeDilation
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENoceTimeEffectType InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceTimeManager::RemoveTimeDilation(ENoceTimeEffectType InType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTimeManager", "RemoveTimeDilation");
Params::NoceTimeManager_RemoveTimeDilation Parms{};
Parms.InType = InType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceDecalStreamingHelperComponent.SetTrackedDecal
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UDecalComponent* InDecal (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceDecalStreamingHelperComponent::SetTrackedDecal(class UDecalComponent* InDecal)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceDecalStreamingHelperComponent", "SetTrackedDecal");
Params::NoceDecalStreamingHelperComponent_SetTrackedDecal Parms{};
Parms.InDecal = InDecal;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceDialogSoundTableGenerator.AddRowToDataTable
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UDataTable* InTable (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName InRowName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayTag& InTriggerGroup (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FSoftObjectPath& SoundEventRef (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceDialogSoundTableGenerator::AddRowToDataTable(class UDataTable* InTable, class FName InRowName, const struct FGameplayTag& InTriggerGroup, const struct FSoftObjectPath& SoundEventRef)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceDialogSoundTableGenerator", "AddRowToDataTable");
Params::NoceDialogSoundTableGenerator_AddRowToDataTable Parms{};
Parms.InTable = InTable;
Parms.InRowName = InRowName;
Parms.InTriggerGroup = std::move(InTriggerGroup);
Parms.SoundEventRef = std::move(SoundEventRef);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceDialogSoundTableGenerator.ModifyRowInDataTable
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UDataTable* InTable (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName InRowName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName AttachJoint (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool Follow (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceDialogSoundTableGenerator::ModifyRowInDataTable(class UDataTable* InTable, class FName InRowName, class FName AttachJoint, bool Follow)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceDialogSoundTableGenerator", "ModifyRowInDataTable");
Params::NoceDialogSoundTableGenerator_ModifyRowInDataTable Parms{};
Parms.InTable = InTable;
Parms.InRowName = InRowName;
Parms.AttachJoint = AttachJoint;
Parms.Follow = Follow;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceMapFunctionLibrary.GetNoceMapTracker
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UNoceMapTrackerComponent* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UNoceMapTrackerComponent* UNoceMapFunctionLibrary::GetNoceMapTracker(const class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceMapFunctionLibrary", "GetNoceMapTracker");
Params::NoceMapFunctionLibrary_GetNoceMapTracker Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceDialogSubsystem.CancelSerialDialogSet
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName TagOrId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceDialogSubsystem::CancelSerialDialogSet(class FName TagOrId)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceDialogSubsystem", "CancelSerialDialogSet");
Params::NoceDialogSubsystem_CancelSerialDialogSet Parms{};
Parms.TagOrId = TagOrId;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceDialogSubsystem.ClearCurrentDialog
// (Final, Native, Public, BlueprintCallable)
void UNoceDialogSubsystem::ClearCurrentDialog()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceDialogSubsystem", "ClearCurrentDialog");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceDialogSubsystem.GetSpeakerDataHolderAsset
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UNoceSpeakerDataHolderAsset* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UNoceSpeakerDataHolderAsset* UNoceDialogSubsystem::GetSpeakerDataHolderAsset()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceDialogSubsystem", "GetSpeakerDataHolderAsset");
Params::NoceDialogSubsystem_GetSpeakerDataHolderAsset Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceDialogSubsystem.HasAnyDialog
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceDialogSubsystem::HasAnyDialog()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceDialogSubsystem", "HasAnyDialog");
Params::NoceDialogSubsystem_HasAnyDialog Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceDialogSubsystem.IsDialogLineOrSetOnScreen
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName TagOrId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceDialogSubsystem::IsDialogLineOrSetOnScreen(class FName TagOrId)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceDialogSubsystem", "IsDialogLineOrSetOnScreen");
Params::NoceDialogSubsystem_IsDialogLineOrSetOnScreen Parms{};
Parms.TagOrId = TagOrId;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceDialogSubsystem.IsDialogOnScreen
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName TagOrId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceDialogSubsystem::IsDialogOnScreen(class FName TagOrId)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceDialogSubsystem", "IsDialogOnScreen");
Params::NoceDialogSubsystem_IsDialogOnScreen Parms{};
Parms.TagOrId = TagOrId;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceDialogSubsystem.IsDialogSetOnScreen
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName TagOrId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceDialogSubsystem::IsDialogSetOnScreen(class FName TagOrId)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceDialogSubsystem", "IsDialogSetOnScreen");
Params::NoceDialogSubsystem_IsDialogSetOnScreen Parms{};
Parms.TagOrId = TagOrId;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceDialogSubsystem.MuteDialog
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const class FString& RequestID (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool MuteImportantDialog (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool NeedClearCurrentDialog (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceDialogSubsystem::MuteDialog(const class FString& RequestID, bool MuteImportantDialog, bool NeedClearCurrentDialog)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceDialogSubsystem", "MuteDialog");
Params::NoceDialogSubsystem_MuteDialog Parms{};
Parms.RequestID = std::move(RequestID);
Parms.MuteImportantDialog = MuteImportantDialog;
Parms.NeedClearCurrentDialog = NeedClearCurrentDialog;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceDialogSubsystem.OnDialogAudioEventEnd
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 PlayingID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceDialogSubsystem::OnDialogAudioEventEnd(int32 PlayingID)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceDialogSubsystem", "OnDialogAudioEventEnd");
Params::NoceDialogSubsystem_OnDialogAudioEventEnd Parms{};
Parms.PlayingID = PlayingID;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceDialogSubsystem.OnEnterEvent
// (Final, Native, Protected)
void UNoceDialogSubsystem::OnEnterEvent()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceDialogSubsystem", "OnEnterEvent");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceDialogSubsystem.OnExitEvent
// (Final, Native, Protected)
void UNoceDialogSubsystem::OnExitEvent()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceDialogSubsystem", "OnExitEvent");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceDialogSubsystem.OnProgressChanged
// (Final, Native, Protected)
// Parameters:
// const struct FGameplayTag& InTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceDialogSubsystem::OnProgressChanged(const struct FGameplayTag& InTag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceDialogSubsystem", "OnProgressChanged");
Params::NoceDialogSubsystem_OnProgressChanged Parms{};
Parms.InTag = std::move(InTag);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceDialogSubsystem.OnProgressInitialized
// (Final, Native, Protected)
// Parameters:
// const struct FGameplayTag& InTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceDialogSubsystem::OnProgressInitialized(const struct FGameplayTag& InTag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceDialogSubsystem", "OnProgressInitialized");
Params::NoceDialogSubsystem_OnProgressInitialized Parms{};
Parms.InTag = std::move(InTag);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceDialogSubsystem.OnSettingChanged
// (Final, Native, Protected)
// Parameters:
// class UNoceSystemSaveGame* Settings (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceDialogSubsystem::OnSettingChanged(class UNoceSystemSaveGame* Settings)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceDialogSubsystem", "OnSettingChanged");
Params::NoceDialogSubsystem_OnSettingChanged Parms{};
Parms.Settings = Settings;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceDialogSubsystem.OnSystemSaveLoaded
// (Final, Native, Protected)
// Parameters:
// class UNoceSystemSaveGame* InSystemSave (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceDialogSubsystem::OnSystemSaveLoaded(class UNoceSystemSaveGame* InSystemSave)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceDialogSubsystem", "OnSystemSaveLoaded");
Params::NoceDialogSubsystem_OnSystemSaveLoaded Parms{};
Parms.InSystemSave = InSystemSave;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceDialogSubsystem.RegisterDialogToSpeaker
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENoceDialogSpeaker Speaker (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UDataTable* Table (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceDialogSubsystem::RegisterDialogToSpeaker(ENoceDialogSpeaker Speaker, class UDataTable* Table)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceDialogSubsystem", "RegisterDialogToSpeaker");
Params::NoceDialogSubsystem_RegisterDialogToSpeaker Parms{};
Parms.Speaker = Speaker;
Parms.Table = Table;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceDialogSubsystem.RequestDialog
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName TagOrId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FNoceDialogLine& InDialogLine (Parm, NativeAccessSpecifierPublic)
// const struct FNoceDialogAnimSetting& AnimSetting (Parm, NativeAccessSpecifierPublic)
void UNoceDialogSubsystem::RequestDialog(class FName TagOrId, const struct FNoceDialogLine& InDialogLine, const struct FNoceDialogAnimSetting& AnimSetting)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceDialogSubsystem", "RequestDialog");
Params::NoceDialogSubsystem_RequestDialog Parms{};
Parms.TagOrId = TagOrId;
Parms.InDialogLine = std::move(InDialogLine);
Parms.AnimSetting = std::move(AnimSetting);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceDialogSubsystem.RequestDialogByRowHandle
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const struct FNoceDialogDataRowHandle& DialogRowHandle (Parm, NoDestructor, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceDialogSubsystem::RequestDialogByRowHandle(const struct FNoceDialogDataRowHandle& DialogRowHandle)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceDialogSubsystem", "RequestDialogByRowHandle");
Params::NoceDialogSubsystem_RequestDialogByRowHandle Parms{};
Parms.DialogRowHandle = std::move(DialogRowHandle);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceDialogSubsystem.RequestDialogOrSet
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const struct FDataTableRowHandle& DialogRowHandle (Parm, NoDestructor, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceDialogSubsystem::RequestDialogOrSet(const struct FDataTableRowHandle& DialogRowHandle)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceDialogSubsystem", "RequestDialogOrSet");
Params::NoceDialogSubsystem_RequestDialogOrSet Parms{};
Parms.DialogRowHandle = std::move(DialogRowHandle);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceDialogSubsystem.RequestDialogSet
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName TagOrId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FNoceDialogSet& InDialogSet (Parm, NativeAccessSpecifierPublic)
void UNoceDialogSubsystem::RequestDialogSet(class FName TagOrId, const struct FNoceDialogSet& InDialogSet)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceDialogSubsystem", "RequestDialogSet");
Params::NoceDialogSubsystem_RequestDialogSet Parms{};
Parms.TagOrId = TagOrId;
Parms.InDialogSet = std::move(InDialogSet);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceDialogSubsystem.SetForbitChangeVoiceLanguage
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InForbit (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceDialogSubsystem::SetForbitChangeVoiceLanguage(bool InForbit)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceDialogSubsystem", "SetForbitChangeVoiceLanguage");
Params::NoceDialogSubsystem_SetForbitChangeVoiceLanguage Parms{};
Parms.InForbit = InForbit;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceDialogSubsystem.SetSpeakerDataHolderAsset
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UNoceSpeakerDataHolderAsset* SpeakerData (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceDialogSubsystem::SetSpeakerDataHolderAsset(class UNoceSpeakerDataHolderAsset* SpeakerData)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceDialogSubsystem", "SetSpeakerDataHolderAsset");
Params::NoceDialogSubsystem_SetSpeakerDataHolderAsset Parms{};
Parms.SpeakerData = SpeakerData;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceDialogSubsystem.UnmuteDialog
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const class FString& RequestID (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceDialogSubsystem::UnmuteDialog(const class FString& RequestID)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceDialogSubsystem", "UnmuteDialog");
Params::NoceDialogSubsystem_UnmuteDialog Parms{};
Parms.RequestID = std::move(RequestID);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceDialogSubsystem.UnregisterDialogFromSpeaker
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENoceDialogSpeaker Speaker (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UDataTable* Table (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceDialogSubsystem::UnregisterDialogFromSpeaker(ENoceDialogSpeaker Speaker, class UDataTable* Table)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceDialogSubsystem", "UnregisterDialogFromSpeaker");
Params::NoceDialogSubsystem_UnregisterDialogFromSpeaker Parms{};
Parms.Speaker = Speaker;
Parms.Table = Table;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLoadBarWidget.UpdateProgress
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float InProgress (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceLoadBarWidget::UpdateProgress(float InProgress)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLoadBarWidget", "UpdateProgress");
Params::NoceLoadBarWidget_UpdateProgress Parms{};
Parms.InProgress = InProgress;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceDurabilityBallWidget.SetProperty
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool IsBroken (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool IsFull (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceDurabilityBallWidget::SetProperty(bool IsBroken, bool IsFull)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceDurabilityBallWidget", "SetProperty");
Params::NoceDurabilityBallWidget_SetProperty Parms{};
Parms.IsBroken = IsBroken;
Parms.IsFull = IsFull;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceDurabilityWidget.PlayStopDanger
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool IsPlay (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceDurabilityWidget::PlayStopDanger(bool IsPlay)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceDurabilityWidget", "PlayStopDanger");
Params::NoceDurabilityWidget_PlayStopDanger Parms{};
Parms.IsPlay = IsPlay;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceDurabilityWidget.SetDurability
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName WeaponName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float Durability (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceDurabilityWidget::SetDurability(class FName WeaponName, float Durability)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceDurabilityWidget", "SetDurability");
Params::NoceDurabilityWidget_SetDurability Parms{};
Parms.WeaponName = WeaponName;
Parms.Durability = Durability;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceMapLocationWidget.SetAlwaysLoaded
// (Final, Native, Public, BlueprintCallable)
void UNoceMapLocationWidget::SetAlwaysLoaded()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceMapLocationWidget", "SetAlwaysLoaded");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceMapLocationWidget.UpdateVisibility
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class ANocePlayerState* PlayerState (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceMapLocationWidget::UpdateVisibility(class ANocePlayerState* PlayerState)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceMapLocationWidget", "UpdateVisibility");
Params::NoceMapLocationWidget_UpdateVisibility Parms{};
Parms.PlayerState = PlayerState;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceDynamicMapIconWidget.LoadTexture
// (Native, Event, Protected, BlueprintEvent)
void UNoceDynamicMapIconWidget::LoadTexture()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceDynamicMapIconWidget", "LoadTexture");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceDynamicMapIconWidget.UpdateVisibility
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ForceUpdate (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceDynamicMapIconWidget::UpdateVisibility(bool ForceUpdate)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceDynamicMapIconWidget", "UpdateVisibility");
Params::NoceDynamicMapIconWidget_UpdateVisibility Parms{};
Parms.ForceUpdate = ForceUpdate;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceOptionListItem.OnDisableChanged
// (Event, Protected, BlueprintEvent)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceOptionListItem::OnDisableChanged()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceOptionListItem", "OnDisableChanged");
Params::NoceOptionListItem_OnDisableChanged Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function GameNoce.NoceOptionListItem.OnSettingChanged
// (Event, Protected, BlueprintEvent)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceOptionListItem::OnSettingChanged()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceOptionListItem", "OnSettingChanged");
Params::NoceOptionListItem_OnSettingChanged Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function GameNoce.NoceOptionListItem.RefreshText
// (Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceOptionListItem::RefreshText()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceOptionListItem", "RefreshText");
Params::NoceOptionListItem_RefreshText Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function GameNoce.NoceFadeComponentBase.EndLightFade
// (Native, Protected, BlueprintCallable)
void UNoceFadeComponentBase::EndLightFade()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceFadeComponentBase", "EndLightFade");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFadeComponentBase.InitializeLightFade
// (Final, Native, Protected, BlueprintCallable)
void UNoceFadeComponentBase::InitializeLightFade()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceFadeComponentBase", "InitializeLightFade");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFadeComponentBase.RestartLightFade
// (Native, Protected, BlueprintCallable)
void UNoceFadeComponentBase::RestartLightFade()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceFadeComponentBase", "RestartLightFade");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnemyAnimInstance.ApplyGameplayEffect
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// TSubclassOf<class UGameplayEffect> InGameplayEffect (Parm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceEnemyAnimInstance::ApplyGameplayEffect(TSubclassOf<class UGameplayEffect> InGameplayEffect)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyAnimInstance", "ApplyGameplayEffect");
Params::NoceEnemyAnimInstance_ApplyGameplayEffect Parms{};
Parms.InGameplayEffect = InGameplayEffect;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnemyAnimInstance.CancelEnterDamageState
// (Final, Native, Public, BlueprintCallable)
void UNoceEnemyAnimInstance::CancelEnterDamageState()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyAnimInstance", "CancelEnterDamageState");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnemyAnimInstance.HandleGameplayEvent
// (Event, Public, BlueprintEvent)
// Parameters:
// const struct FGameplayTag& EventTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceEnemyAnimInstance::HandleGameplayEvent(const struct FGameplayTag& EventTag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyAnimInstance", "HandleGameplayEvent");
Params::NoceEnemyAnimInstance_HandleGameplayEvent Parms{};
Parms.EventTag = std::move(EventTag);
UObject::ProcessEvent(Func, &Parms);
}
// Function GameNoce.NoceEnemyAnimInstance.HandleHitPoint
// (Native, Event, Public, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// const struct FVector& InHitPoint (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& AttackDirection (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceEnemyAnimInstance::HandleHitPoint(const struct FVector& InHitPoint, const struct FVector& AttackDirection)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyAnimInstance", "HandleHitPoint");
Params::NoceEnemyAnimInstance_HandleHitPoint Parms{};
Parms.InHitPoint = std::move(InHitPoint);
Parms.AttackDirection = std::move(AttackDirection);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnemyAnimInstance.IsForwardPose
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceEnemyAnimInstance::IsForwardPose()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyAnimInstance", "IsForwardPose");
Params::NoceEnemyAnimInstance_IsForwardPose Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnemyAnimInstance.OnAnimFakeDead_BP
// (Event, Protected, BlueprintEvent)
void UNoceEnemyAnimInstance::OnAnimFakeDead_BP()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyAnimInstance", "OnAnimFakeDead_BP");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameNoce.NoceEnemyAnimInstance.OnAnimResurrectBegin_BP
// (Event, Protected, BlueprintEvent)
void UNoceEnemyAnimInstance::OnAnimResurrectBegin_BP()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyAnimInstance", "OnAnimResurrectBegin_BP");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameNoce.NoceEnemyAnimInstance.OnAnimResurrectExit
// (Final, Native, Protected)
void UNoceEnemyAnimInstance::OnAnimResurrectExit()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyAnimInstance", "OnAnimResurrectExit");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnemyAnimInstance.OnAnimResurrectExit_BP
// (Event, Protected, BlueprintEvent)
void UNoceEnemyAnimInstance::OnAnimResurrectExit_BP()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyAnimInstance", "OnAnimResurrectExit_BP");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameNoce.NoceEnemyAnimInstance.OnDamageCheckAngle
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENoceWinceType InWinceType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceEnemyAnimInstance::OnDamageCheckAngle(ENoceWinceType InWinceType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyAnimInstance", "OnDamageCheckAngle");
Params::NoceEnemyAnimInstance_OnDamageCheckAngle Parms{};
Parms.InWinceType = InWinceType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnemyAnimInstance.OnDamageStateEntry
// (Final, Native, Protected, HasOutParams, BlueprintCallable)
// Parameters:
// struct FAnimUpdateContext& Content (Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// struct FAnimNodeReference& Node (Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
void UNoceEnemyAnimInstance::OnDamageStateEntry(struct FAnimUpdateContext& Content, struct FAnimNodeReference& Node)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyAnimInstance", "OnDamageStateEntry");
Params::NoceEnemyAnimInstance_OnDamageStateEntry Parms{};
Parms.Content = std::move(Content);
Parms.Node = std::move(Node);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
Content = std::move(Parms.Content);
Node = std::move(Parms.Node);
}
// Function GameNoce.NoceEnemyAnimInstance.OnDamageStateExit
// (Final, Native, Protected, HasOutParams, BlueprintCallable)
// Parameters:
// struct FAnimUpdateContext& Content (Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// struct FAnimNodeReference& Node (Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
void UNoceEnemyAnimInstance::OnDamageStateExit(struct FAnimUpdateContext& Content, struct FAnimNodeReference& Node)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyAnimInstance", "OnDamageStateExit");
Params::NoceEnemyAnimInstance_OnDamageStateExit Parms{};
Parms.Content = std::move(Content);
Parms.Node = std::move(Node);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
Content = std::move(Parms.Content);
Node = std::move(Parms.Node);
}
// Function GameNoce.NoceEnemyAnimInstance.OnDeadStateEntry
// (Final, Native, Protected, HasOutParams, BlueprintCallable)
// Parameters:
// struct FAnimUpdateContext& Content (Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// struct FAnimNodeReference& Node (Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
void UNoceEnemyAnimInstance::OnDeadStateEntry(struct FAnimUpdateContext& Content, struct FAnimNodeReference& Node)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyAnimInstance", "OnDeadStateEntry");
Params::NoceEnemyAnimInstance_OnDeadStateEntry Parms{};
Parms.Content = std::move(Content);
Parms.Node = std::move(Node);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
Content = std::move(Parms.Content);
Node = std::move(Parms.Node);
}
// Function GameNoce.NoceEnemyAnimInstance.OnDeadStateExit
// (Final, Native, Protected, HasOutParams, BlueprintCallable)
// Parameters:
// struct FAnimUpdateContext& Content (Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// struct FAnimNodeReference& Node (Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
void UNoceEnemyAnimInstance::OnDeadStateExit(struct FAnimUpdateContext& Content, struct FAnimNodeReference& Node)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyAnimInstance", "OnDeadStateExit");
Params::NoceEnemyAnimInstance_OnDeadStateExit Parms{};
Parms.Content = std::move(Content);
Parms.Node = std::move(Node);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
Content = std::move(Parms.Content);
Node = std::move(Parms.Node);
}
// Function GameNoce.NoceEnemyAnimInstance.OnDie_BP
// (Event, Protected, BlueprintEvent)
void UNoceEnemyAnimInstance::OnDie_BP()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyAnimInstance", "OnDie_BP");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameNoce.NoceEnemyAnimInstance.OnDownStateEntry
// (Final, Native, Protected, HasOutParams, BlueprintCallable)
// Parameters:
// struct FAnimUpdateContext& Content (Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// struct FAnimNodeReference& Node (Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
void UNoceEnemyAnimInstance::OnDownStateEntry(struct FAnimUpdateContext& Content, struct FAnimNodeReference& Node)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyAnimInstance", "OnDownStateEntry");
Params::NoceEnemyAnimInstance_OnDownStateEntry Parms{};
Parms.Content = std::move(Content);
Parms.Node = std::move(Node);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
Content = std::move(Parms.Content);
Node = std::move(Parms.Node);
}
// Function GameNoce.NoceEnemyAnimInstance.OnDownStateExit
// (Final, Native, Protected, HasOutParams, BlueprintCallable)
// Parameters:
// struct FAnimUpdateContext& Content (Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// struct FAnimNodeReference& Node (Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
void UNoceEnemyAnimInstance::OnDownStateExit(struct FAnimUpdateContext& Content, struct FAnimNodeReference& Node)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyAnimInstance", "OnDownStateExit");
Params::NoceEnemyAnimInstance_OnDownStateExit Parms{};
Parms.Content = std::move(Content);
Parms.Node = std::move(Node);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
Content = std::move(Parms.Content);
Node = std::move(Parms.Node);
}
// Function GameNoce.NoceEnemyAnimInstance.OnIdleStateEntry
// (Final, Native, Protected, HasOutParams, BlueprintCallable)
// Parameters:
// struct FAnimUpdateContext& Content (Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// struct FAnimNodeReference& Node (Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
void UNoceEnemyAnimInstance::OnIdleStateEntry(struct FAnimUpdateContext& Content, struct FAnimNodeReference& Node)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyAnimInstance", "OnIdleStateEntry");
Params::NoceEnemyAnimInstance_OnIdleStateEntry Parms{};
Parms.Content = std::move(Content);
Parms.Node = std::move(Node);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
Content = std::move(Parms.Content);
Node = std::move(Parms.Node);
}
// Function GameNoce.NoceEnemyAnimInstance.OnIdleStateExit
// (Final, Native, Protected, HasOutParams, BlueprintCallable)
// Parameters:
// struct FAnimUpdateContext& Content (Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// struct FAnimNodeReference& Node (Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
void UNoceEnemyAnimInstance::OnIdleStateExit(struct FAnimUpdateContext& Content, struct FAnimNodeReference& Node)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyAnimInstance", "OnIdleStateExit");
Params::NoceEnemyAnimInstance_OnIdleStateExit Parms{};
Parms.Content = std::move(Content);
Parms.Node = std::move(Node);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
Content = std::move(Parms.Content);
Node = std::move(Parms.Node);
}
// Function GameNoce.NoceEnemyAnimInstance.OnLinkStateEntry
// (Final, Native, Protected, HasOutParams, BlueprintCallable)
// Parameters:
// struct FAnimUpdateContext& Content (Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// struct FAnimNodeReference& Node (Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
void UNoceEnemyAnimInstance::OnLinkStateEntry(struct FAnimUpdateContext& Content, struct FAnimNodeReference& Node)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyAnimInstance", "OnLinkStateEntry");
Params::NoceEnemyAnimInstance_OnLinkStateEntry Parms{};
Parms.Content = std::move(Content);
Parms.Node = std::move(Node);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
Content = std::move(Parms.Content);
Node = std::move(Parms.Node);
}
// Function GameNoce.NoceEnemyAnimInstance.OnLinkStateExit
// (Final, Native, Protected, HasOutParams, BlueprintCallable)
// Parameters:
// struct FAnimUpdateContext& Content (Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// struct FAnimNodeReference& Node (Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
void UNoceEnemyAnimInstance::OnLinkStateExit(struct FAnimUpdateContext& Content, struct FAnimNodeReference& Node)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyAnimInstance", "OnLinkStateExit");
Params::NoceEnemyAnimInstance_OnLinkStateExit Parms{};
Parms.Content = std::move(Content);
Parms.Node = std::move(Node);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
Content = std::move(Parms.Content);
Node = std::move(Parms.Node);
}
// Function GameNoce.NoceEnemyAnimInstance.OnResurrectStateEntry
// (Final, Native, Protected, HasOutParams, BlueprintCallable)
// Parameters:
// struct FAnimUpdateContext& Content (Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// struct FAnimNodeReference& Node (Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
void UNoceEnemyAnimInstance::OnResurrectStateEntry(struct FAnimUpdateContext& Content, struct FAnimNodeReference& Node)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyAnimInstance", "OnResurrectStateEntry");
Params::NoceEnemyAnimInstance_OnResurrectStateEntry Parms{};
Parms.Content = std::move(Content);
Parms.Node = std::move(Node);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
Content = std::move(Parms.Content);
Node = std::move(Parms.Node);
}
// Function GameNoce.NoceEnemyAnimInstance.OnResurrectStateExit
// (Final, Native, Protected, HasOutParams, BlueprintCallable)
// Parameters:
// struct FAnimUpdateContext& Content (Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// struct FAnimNodeReference& Node (Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
void UNoceEnemyAnimInstance::OnResurrectStateExit(struct FAnimUpdateContext& Content, struct FAnimNodeReference& Node)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyAnimInstance", "OnResurrectStateExit");
Params::NoceEnemyAnimInstance_OnResurrectStateExit Parms{};
Parms.Content = std::move(Content);
Parms.Node = std::move(Node);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
Content = std::move(Parms.Content);
Node = std::move(Parms.Node);
}
// Function GameNoce.NoceEnemyAnimInstance.ReceiveDeathEvent
// (Final, Native, Protected)
void UNoceEnemyAnimInstance::ReceiveDeathEvent()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyAnimInstance", "ReceiveDeathEvent");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnemyAnimInstance.ReceiveFakeDeadEvent
// (Final, Native, Protected)
void UNoceEnemyAnimInstance::ReceiveFakeDeadEvent()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyAnimInstance", "ReceiveFakeDeadEvent");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnemyAnimInstance.ReceiveResurrectionEvent
// (Final, Native, Protected)
void UNoceEnemyAnimInstance::ReceiveResurrectionEvent()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyAnimInstance", "ReceiveResurrectionEvent");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnemyAnimInstance.RemoveGameplayEffect
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// TSubclassOf<class UGameplayEffect> InGameplayEffect (Parm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceEnemyAnimInstance::RemoveGameplayEffect(TSubclassOf<class UGameplayEffect> InGameplayEffect)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyAnimInstance", "RemoveGameplayEffect");
Params::NoceEnemyAnimInstance_RemoveGameplayEffect Parms{};
Parms.InGameplayEffect = InGameplayEffect;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnemyAnimInstance.SetCanEnterDown
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InDuration (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceEnemyAnimInstance::SetCanEnterDown(bool InEnable, float InDuration)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyAnimInstance", "SetCanEnterDown");
Params::NoceEnemyAnimInstance_SetCanEnterDown Parms{};
Parms.InEnable = InEnable;
Parms.InDuration = InDuration;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnemyAnimInstance.SetEnterDamageState
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENoceWinceType WinceType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceEnemyAnimInstance::SetEnterDamageState(ENoceWinceType WinceType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyAnimInstance", "SetEnterDamageState");
Params::NoceEnemyAnimInstance_SetEnterDamageState Parms{};
Parms.WinceType = WinceType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnemyAnimInstance.UpdateFullBodyIk
// (Native, Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// float DeltaTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceEnemyAnimInstance::UpdateFullBodyIk(float DeltaTime)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyAnimInstance", "UpdateFullBodyIk");
Params::NoceEnemyAnimInstance_UpdateFullBodyIk Parms{};
Parms.DeltaTime = DeltaTime;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnemyAnimInstance.UpdateIsFaceUpFlag
// (Final, Native, Public, BlueprintCallable)
void UNoceEnemyAnimInstance::UpdateIsFaceUpFlag()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyAnimInstance", "UpdateIsFaceUpFlag");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnemyAttackInfoComponent.ComputeHealthDamage
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class FName InComboName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNoceEnemyAttackInfoComponent::ComputeHealthDamage(class FName InComboName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyAttackInfoComponent", "ComputeHealthDamage");
Params::NoceEnemyAttackInfoComponent_ComputeHealthDamage Parms{};
Parms.InComboName = InComboName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnemyAttackInfoComponent.ComputeHealthDamageValue
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float Damage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float FloatRate (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNoceEnemyAttackInfoComponent::ComputeHealthDamageValue(float Damage, float FloatRate)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyAttackInfoComponent", "ComputeHealthDamageValue");
Params::NoceEnemyAttackInfoComponent_ComputeHealthDamageValue Parms{};
Parms.Damage = Damage;
Parms.FloatRate = FloatRate;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnemyAttackInfoComponent.ComputeMaxSanityDamage
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class FName InComboName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InFinalHealthDamage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNoceEnemyAttackInfoComponent::ComputeMaxSanityDamage(class FName InComboName, float InFinalHealthDamage)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyAttackInfoComponent", "ComputeMaxSanityDamage");
Params::NoceEnemyAttackInfoComponent_ComputeMaxSanityDamage Parms{};
Parms.InComboName = InComboName;
Parms.InFinalHealthDamage = InFinalHealthDamage;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnemyAttackInfoComponent.ComputeMaxSanityDamageValue
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float InFinalHealthDamage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InMaxSanityDamage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float FloatRate (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNoceEnemyAttackInfoComponent::ComputeMaxSanityDamageValue(float InFinalHealthDamage, float InMaxSanityDamage, float FloatRate)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyAttackInfoComponent", "ComputeMaxSanityDamageValue");
Params::NoceEnemyAttackInfoComponent_ComputeMaxSanityDamageValue Parms{};
Parms.InFinalHealthDamage = InFinalHealthDamage;
Parms.InMaxSanityDamage = InMaxSanityDamage;
Parms.FloatRate = FloatRate;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnemyAttackInfoComponent.ComputeStaminaDamage
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class FName InComboName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNoceEnemyAttackInfoComponent::ComputeStaminaDamage(class FName InComboName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyAttackInfoComponent", "ComputeStaminaDamage");
Params::NoceEnemyAttackInfoComponent_ComputeStaminaDamage Parms{};
Parms.InComboName = InComboName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnemyAttackInfoComponent.ComputeStaminaDamageValue
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float Damage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float FloatRate (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNoceEnemyAttackInfoComponent::ComputeStaminaDamageValue(float Damage, float FloatRate)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyAttackInfoComponent", "ComputeStaminaDamageValue");
Params::NoceEnemyAttackInfoComponent_ComputeStaminaDamageValue Parms{};
Parms.Damage = Damage;
Parms.FloatRate = FloatRate;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnemyAttackInfoComponent.ComputeWinceDamage
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class FName InComboName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNoceEnemyAttackInfoComponent::ComputeWinceDamage(class FName InComboName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyAttackInfoComponent", "ComputeWinceDamage");
Params::NoceEnemyAttackInfoComponent_ComputeWinceDamage Parms{};
Parms.InComboName = InComboName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnemyAttackInfoComponent.ComputeWinceDamageValue
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float Damage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float FloatRate (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNoceEnemyAttackInfoComponent::ComputeWinceDamageValue(float Damage, float FloatRate)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyAttackInfoComponent", "ComputeWinceDamageValue");
Params::NoceEnemyAttackInfoComponent_ComputeWinceDamageValue Parms{};
Parms.Damage = Damage;
Parms.FloatRate = FloatRate;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnemyAttackInfoComponent.GetAttackInfo
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class FName ComboName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float* HealthDamage (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float* WinceDamage (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float* MaxSanityDamage (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float* StaminaDamage (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool* IsForceWince (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ENoceWinceType* WinceType (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ENoceDeathType* DeathType (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSubclassOf<class UGameplayEffect>* DebuffEffect (Parm, OutParm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceEnemyAttackInfoComponent::GetAttackInfo(class FName ComboName, float* HealthDamage, float* WinceDamage, float* MaxSanityDamage, float* StaminaDamage, bool* IsForceWince, ENoceWinceType* WinceType, ENoceDeathType* DeathType, TSubclassOf<class UGameplayEffect>* DebuffEffect)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyAttackInfoComponent", "GetAttackInfo");
Params::NoceEnemyAttackInfoComponent_GetAttackInfo Parms{};
Parms.ComboName = ComboName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (HealthDamage != nullptr)
*HealthDamage = Parms.HealthDamage;
if (WinceDamage != nullptr)
*WinceDamage = Parms.WinceDamage;
if (MaxSanityDamage != nullptr)
*MaxSanityDamage = Parms.MaxSanityDamage;
if (StaminaDamage != nullptr)
*StaminaDamage = Parms.StaminaDamage;
if (IsForceWince != nullptr)
*IsForceWince = Parms.IsForceWince;
if (WinceType != nullptr)
*WinceType = Parms.WinceType;
if (DeathType != nullptr)
*DeathType = Parms.DeathType;
if (DebuffEffect != nullptr)
*DebuffEffect = Parms.DebuffEffect;
}
// Function GameNoce.NoceEnemyAttackInfoComponent.GetCanBeAxeDefensed
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName InComboName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceEnemyAttackInfoComponent::GetCanBeAxeDefensed(class FName InComboName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyAttackInfoComponent", "GetCanBeAxeDefensed");
Params::NoceEnemyAttackInfoComponent_GetCanBeAxeDefensed Parms{};
Parms.InComboName = InComboName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnemyAttackInfoComponent.GetCanBeKatanaDefensed
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName InComboName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceEnemyAttackInfoComponent::GetCanBeKatanaDefensed(class FName InComboName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyAttackInfoComponent", "GetCanBeKatanaDefensed");
Params::NoceEnemyAttackInfoComponent_GetCanBeKatanaDefensed Parms{};
Parms.InComboName = InComboName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnemyAttackInfoComponent.GetCheckJustDodgeCounterDistance
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName InComboName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceEnemyAttackInfoComponent::GetCheckJustDodgeCounterDistance(class FName InComboName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyAttackInfoComponent", "GetCheckJustDodgeCounterDistance");
Params::NoceEnemyAttackInfoComponent_GetCheckJustDodgeCounterDistance Parms{};
Parms.InComboName = InComboName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnemyAttackInfoComponent.GetComboCheckInfo
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class FName InComboName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool* OutCheckJustDodge (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool* OutCheckInvincible (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool* OutCheckOmamoriKagami (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceEnemyAttackInfoComponent::GetComboCheckInfo(class FName InComboName, bool* OutCheckJustDodge, bool* OutCheckInvincible, bool* OutCheckOmamoriKagami)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyAttackInfoComponent", "GetComboCheckInfo");
Params::NoceEnemyAttackInfoComponent_GetComboCheckInfo Parms{};
Parms.InComboName = InComboName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutCheckJustDodge != nullptr)
*OutCheckJustDodge = Parms.OutCheckJustDodge;
if (OutCheckInvincible != nullptr)
*OutCheckInvincible = Parms.OutCheckInvincible;
if (OutCheckOmamoriKagami != nullptr)
*OutCheckOmamoriKagami = Parms.OutCheckOmamoriKagami;
}
// Function GameNoce.NoceEnemyAttackInfoComponent.GetDeathType
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class FName InComboName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ENoceDeathType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ENoceDeathType UNoceEnemyAttackInfoComponent::GetDeathType(class FName InComboName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyAttackInfoComponent", "GetDeathType");
Params::NoceEnemyAttackInfoComponent_GetDeathType Parms{};
Parms.InComboName = InComboName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnemyAttackInfoComponent.GetDebuffEffectData
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName InComboName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSubclassOf<class UGameplayEffect> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
TSubclassOf<class UGameplayEffect> UNoceEnemyAttackInfoComponent::GetDebuffEffectData(class FName InComboName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyAttackInfoComponent", "GetDebuffEffectData");
Params::NoceEnemyAttackInfoComponent_GetDebuffEffectData Parms{};
Parms.InComboName = InComboName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnemyAttackInfoComponent.GetIsChannelingAttack
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName InComboName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceEnemyAttackInfoComponent::GetIsChannelingAttack(class FName InComboName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyAttackInfoComponent", "GetIsChannelingAttack");
Params::NoceEnemyAttackInfoComponent_GetIsChannelingAttack Parms{};
Parms.InComboName = InComboName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnemyAttackInfoComponent.GetIsForceWince
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class FName InComboName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceEnemyAttackInfoComponent::GetIsForceWince(class FName InComboName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyAttackInfoComponent", "GetIsForceWince");
Params::NoceEnemyAttackInfoComponent_GetIsForceWince Parms{};
Parms.InComboName = InComboName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnemyAttackInfoComponent.GetMaxSanityDamageToHealthDamageRatio
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class FName InComboName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNoceEnemyAttackInfoComponent::GetMaxSanityDamageToHealthDamageRatio(class FName InComboName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyAttackInfoComponent", "GetMaxSanityDamageToHealthDamageRatio");
Params::NoceEnemyAttackInfoComponent_GetMaxSanityDamageToHealthDamageRatio Parms{};
Parms.InComboName = InComboName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnemyAttackInfoComponent.GetNeedCheckSuperArmor
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName InComboName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceEnemyAttackInfoComponent::GetNeedCheckSuperArmor(class FName InComboName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyAttackInfoComponent", "GetNeedCheckSuperArmor");
Params::NoceEnemyAttackInfoComponent_GetNeedCheckSuperArmor Parms{};
Parms.InComboName = InComboName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnemyAttackInfoComponent.GetWinceType
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class FName InComboName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ENoceWinceType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ENoceWinceType UNoceEnemyAttackInfoComponent::GetWinceType(class FName InComboName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyAttackInfoComponent", "GetWinceType");
Params::NoceEnemyAttackInfoComponent_GetWinceType Parms{};
Parms.InComboName = InComboName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceWeapon.AddDurability
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceWeapon::AddDurability(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWeapon", "AddDurability");
Params::NoceWeapon_AddDurability Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceWeapon.ApplyCurrentEffects
// (Final, Native, Public, BlueprintCallable)
void ANoceWeapon::ApplyCurrentEffects()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWeapon", "ApplyCurrentEffects");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceWeapon.CostDurability
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool InIsAdd (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool InLimitDurability (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool* OutForceDeflect (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceWeapon::CostDurability(float InValue, bool InIsAdd, bool InLimitDurability, bool* OutForceDeflect)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWeapon", "CostDurability");
Params::NoceWeapon_CostDurability Parms{};
Parms.InValue = InValue;
Parms.InIsAdd = InIsAdd;
Parms.InLimitDurability = InLimitDurability;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutForceDeflect != nullptr)
*OutForceDeflect = Parms.OutForceDeflect;
}
// Function GameNoce.NoceWeapon.CostDurabilityByDefesne
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool InLimitDurability (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceWeapon::CostDurabilityByDefesne(float InValue, bool InLimitDurability)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWeapon", "CostDurabilityByDefesne");
Params::NoceWeapon_CostDurabilityByDefesne Parms{};
Parms.InValue = InValue;
Parms.InLimitDurability = InLimitDurability;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceWeapon.Equip
// (Native, Public, BlueprintCallable)
// Parameters:
// float InCurrentDurability (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool InWeaponMeshForceSetVisibility (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool InWeaponMeshForceShow (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceWeapon::Equip(float InCurrentDurability, bool InWeaponMeshForceSetVisibility, bool InWeaponMeshForceShow)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWeapon", "Equip");
Params::NoceWeapon_Equip Parms{};
Parms.InCurrentDurability = InCurrentDurability;
Parms.InWeaponMeshForceSetVisibility = InWeaponMeshForceSetVisibility;
Parms.InWeaponMeshForceShow = InWeaponMeshForceShow;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceWeapon.Equip_BP
// (Native, Event, Public, BlueprintEvent)
void ANoceWeapon::Equip_BP()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWeapon", "Equip_BP");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceWeapon.ForceDeflectPostCostDurablity_BP
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceWeapon::ForceDeflectPostCostDurablity_BP()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWeapon", "ForceDeflectPostCostDurablity_BP");
Params::NoceWeapon_ForceDeflectPostCostDurablity_BP Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceWeapon.GetActionLevelDurabilityCostRatio
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ANoceWeapon::GetActionLevelDurabilityCostRatio()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWeapon", "GetActionLevelDurabilityCostRatio");
Params::NoceWeapon_GetActionLevelDurabilityCostRatio Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceWeapon.GetAttackInfo
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// float InWeaponDurability (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float* AttackMultiplier (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float* ExtraAttackMultiplier (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float* WinceMultiplier (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceWeapon::GetAttackInfo(float InWeaponDurability, float* AttackMultiplier, float* ExtraAttackMultiplier, float* WinceMultiplier)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWeapon", "GetAttackInfo");
Params::NoceWeapon_GetAttackInfo Parms{};
Parms.InWeaponDurability = InWeaponDurability;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (AttackMultiplier != nullptr)
*AttackMultiplier = Parms.AttackMultiplier;
if (ExtraAttackMultiplier != nullptr)
*ExtraAttackMultiplier = Parms.ExtraAttackMultiplier;
if (WinceMultiplier != nullptr)
*WinceMultiplier = Parms.WinceMultiplier;
}
// Function GameNoce.NoceWeapon.GetCanBeBroken
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceWeapon::GetCanBeBroken()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWeapon", "GetCanBeBroken");
Params::NoceWeapon_GetCanBeBroken Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceWeapon.GetCanCostDurability
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceWeapon::GetCanCostDurability()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWeapon", "GetCanCostDurability");
Params::NoceWeapon_GetCanCostDurability Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceWeapon.GetCanDiscard
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceWeapon::GetCanDiscard()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWeapon", "GetCanDiscard");
Params::NoceWeapon_GetCanDiscard Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceWeapon.GetCanFocusAttack
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceWeapon::GetCanFocusAttack()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWeapon", "GetCanFocusAttack");
Params::NoceWeapon_GetCanFocusAttack Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceWeapon.GetDefenseCostRatio
// (Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ANoceWeapon::GetDefenseCostRatio()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWeapon", "GetDefenseCostRatio");
Params::NoceWeapon_GetDefenseCostRatio Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceWeapon.GetDeflectRate
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ANoceWeapon::GetDeflectRate()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWeapon", "GetDeflectRate");
Params::NoceWeapon_GetDeflectRate Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceWeapon.GetDurabilityRatio
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ANoceWeapon::GetDurabilityRatio()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWeapon", "GetDurabilityRatio");
Params::NoceWeapon_GetDurabilityRatio Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceWeapon.GetEasyModeCostRatio
// (Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ANoceWeapon::GetEasyModeCostRatio()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWeapon", "GetEasyModeCostRatio");
Params::NoceWeapon_GetEasyModeCostRatio Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceWeapon.GetIsDiscarded
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceWeapon::GetIsDiscarded()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWeapon", "GetIsDiscarded");
Params::NoceWeapon_GetIsDiscarded Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceWeapon.GetMesh
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class USkeletalMeshComponent* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class USkeletalMeshComponent* ANoceWeapon::GetMesh()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWeapon", "GetMesh");
Params::NoceWeapon_GetMesh Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceWeapon.GetOverrideComboInfo
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class FName InComboName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool* OutFound (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FNoceWeaponInfoOverride* OutComboInfo (Parm, OutParm, NoDestructor, NativeAccessSpecifierPublic)
void ANoceWeapon::GetOverrideComboInfo(class FName InComboName, bool* OutFound, struct FNoceWeaponInfoOverride* OutComboInfo)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWeapon", "GetOverrideComboInfo");
Params::NoceWeapon_GetOverrideComboInfo Parms{};
Parms.InComboName = InComboName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutFound != nullptr)
*OutFound = Parms.OutFound;
if (OutComboInfo != nullptr)
*OutComboInfo = std::move(Parms.OutComboInfo);
}
// Function GameNoce.NoceWeapon.GetOverrideStaminaKeyCost
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class FName InStaminaKey (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool* OutFound (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float* OutStaminaCost (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceWeapon::GetOverrideStaminaKeyCost(class FName InStaminaKey, bool* OutFound, float* OutStaminaCost)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWeapon", "GetOverrideStaminaKeyCost");
Params::NoceWeapon_GetOverrideStaminaKeyCost Parms{};
Parms.InStaminaKey = InStaminaKey;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutFound != nullptr)
*OutFound = Parms.OutFound;
if (OutStaminaCost != nullptr)
*OutStaminaCost = Parms.OutStaminaCost;
}
// Function GameNoce.NoceWeapon.GetUseFocusAttackWhenFullCharged
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceWeapon::GetUseFocusAttackWhenFullCharged()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWeapon", "GetUseFocusAttackWhenFullCharged");
Params::NoceWeapon_GetUseFocusAttackWhenFullCharged Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceWeapon.GetWeaponMotionType
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENoceWeaponMotionType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ENoceWeaponMotionType ANoceWeapon::GetWeaponMotionType()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWeapon", "GetWeaponMotionType");
Params::NoceWeapon_GetWeaponMotionType Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceWeapon.GetWeaponType
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENoceWeaponType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ENoceWeaponType ANoceWeapon::GetWeaponType()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWeapon", "GetWeaponType");
Params::NoceWeapon_GetWeaponType Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceWeapon.HandleClawTransform_BP
// (Event, Protected, BlueprintEvent)
// Parameters:
// bool InTransformToClawG (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceWeapon::HandleClawTransform_BP(bool InTransformToClawG)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWeapon", "HandleClawTransform_BP");
Params::NoceWeapon_HandleClawTransform_BP Parms{};
Parms.InTransformToClawG = InTransformToClawG;
UObject::ProcessEvent(Func, &Parms);
}
// Function GameNoce.NoceWeapon.HideWeapon
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName InWeaponName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool InHide (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName InToken (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceWeapon::HideWeapon(class FName InWeaponName, bool InHide, class FName InToken)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWeapon", "HideWeapon");
Params::NoceWeapon_HideWeapon Parms{};
Parms.InWeaponName = InWeaponName;
Parms.InHide = InHide;
Parms.InToken = InToken;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceWeapon.IsBroken
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceWeapon::IsBroken()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWeapon", "IsBroken");
Params::NoceWeapon_IsBroken Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceWeapon.IsInLowDurability
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceWeapon::IsInLowDurability()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWeapon", "IsInLowDurability");
Params::NoceWeapon_IsInLowDurability Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceWeapon.RemoveCurrentEffects
// (Final, Native, Public, BlueprintCallable)
void ANoceWeapon::RemoveCurrentEffects()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWeapon", "RemoveCurrentEffects");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceWeapon.SetCounterComboName
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName InCounterComboName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceWeapon::SetCounterComboName(class FName InCounterComboName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWeapon", "SetCounterComboName");
Params::NoceWeapon_SetCounterComboName Parms{};
Parms.InCounterComboName = InCounterComboName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceWeapon.SetDurability
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceWeapon::SetDurability(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWeapon", "SetDurability");
Params::NoceWeapon_SetDurability Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceWeapon.SetIsDiscarded
// (Final, Native, Public, BlueprintCallable)
void ANoceWeapon::SetIsDiscarded()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWeapon", "SetIsDiscarded");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceWeapon.SetWeaponAudioType
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const struct FGameplayTag& InTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceWeapon::SetWeaponAudioType(const struct FGameplayTag& InTag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWeapon", "SetWeaponAudioType");
Params::NoceWeapon_SetWeaponAudioType Parms{};
Parms.InTag = std::move(InTag);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceWeapon.SetWeaponMotionType
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENoceWeaponMotionType InWeaponMotionType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceWeapon::SetWeaponMotionType(ENoceWeaponMotionType InWeaponMotionType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWeapon", "SetWeaponMotionType");
Params::NoceWeapon_SetWeaponMotionType Parms{};
Parms.InWeaponMotionType = InWeaponMotionType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceWeapon.SetWeaponName
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName InWeaponName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceWeapon::SetWeaponName(class FName InWeaponName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWeapon", "SetWeaponName");
Params::NoceWeapon_SetWeaponName Parms{};
Parms.InWeaponName = InWeaponName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceWeapon.SetWeaponType
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENoceWeaponType InWeaponType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceWeapon::SetWeaponType(ENoceWeaponType InWeaponType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWeapon", "SetWeaponType");
Params::NoceWeapon_SetWeaponType Parms{};
Parms.InWeaponType = InWeaponType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceWeapon.Unequip
// (Native, Public, BlueprintCallable)
void ANoceWeapon::Unequip()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWeapon", "Unequip");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceWeapon.UnEquip_BP
// (Native, Event, Public, BlueprintEvent)
void ANoceWeapon::UnEquip_BP()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWeapon", "UnEquip_BP");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceWeapon.GetDurability
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ANoceWeapon::GetDurability() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWeapon", "GetDurability");
Params::NoceWeapon_GetDurability Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceWeapon.GetMaxDurability
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ANoceWeapon::GetMaxDurability() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWeapon", "GetMaxDurability");
Params::NoceWeapon_GetMaxDurability Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceWeapon.IsVisible
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceWeapon::IsVisible() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWeapon", "IsVisible");
Params::NoceWeapon_IsVisible Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnemyCharacter.AddFakeDeadProgressTime
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceEnemyCharacter::AddFakeDeadProgressTime(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyCharacter", "AddFakeDeadProgressTime");
Params::NoceEnemyCharacter_AddFakeDeadProgressTime Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnemyCharacter.CanBeLockedOnTarget
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceEnemyCharacter::CanBeLockedOnTarget()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyCharacter", "CanBeLockedOnTarget");
Params::NoceEnemyCharacter_CanBeLockedOnTarget Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnemyCharacter.CanFakeDead
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceEnemyCharacter::CanFakeDead()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyCharacter", "CanFakeDead");
Params::NoceEnemyCharacter_CanFakeDead Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnemyCharacter.CanSeePlayer
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InDebugDraw (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EDrawDebugTrace InDrawDebugTrace (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceEnemyCharacter::CanSeePlayer(bool InDebugDraw, EDrawDebugTrace InDrawDebugTrace)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyCharacter", "CanSeePlayer");
Params::NoceEnemyCharacter_CanSeePlayer Parms{};
Parms.InDebugDraw = InDebugDraw;
Parms.InDrawDebugTrace = InDrawDebugTrace;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnemyCharacter.CheckAlive
// (Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceEnemyCharacter::CheckAlive()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyCharacter", "CheckAlive");
Params::NoceEnemyCharacter_CheckAlive Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnemyCharacter.CheckIsInBrightRoom
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceEnemyCharacter::CheckIsInBrightRoom()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyCharacter", "CheckIsInBrightRoom");
Params::NoceEnemyCharacter_CheckIsInBrightRoom Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnemyCharacter.CheckMayNotReviveRule
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceEnemyCharacter::CheckMayNotReviveRule()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyCharacter", "CheckMayNotReviveRule");
Params::NoceEnemyCharacter_CheckMayNotReviveRule Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnemyCharacter.Die_BP
// (Event, Protected, BlueprintEvent)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceEnemyCharacter::Die_BP()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyCharacter", "Die_BP");
Params::NoceEnemyCharacter_Die_BP Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnemyCharacter.EndFakeDead
// (Final, Native, Protected, BlueprintCallable)
void ANoceEnemyCharacter::EndFakeDead()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyCharacter", "EndFakeDead");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnemyCharacter.EndResurrect
// (Final, Native, Public)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceEnemyCharacter::EndResurrect()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyCharacter", "EndResurrect");
Params::NoceEnemyCharacter_EndResurrect Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnemyCharacter.EnterBrightRoom
// (Final, Native, Public, BlueprintCallable)
void ANoceEnemyCharacter::EnterBrightRoom()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyCharacter", "EnterBrightRoom");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnemyCharacter.ExitBrightRoom
// (Final, Native, Public, BlueprintCallable)
void ANoceEnemyCharacter::ExitBrightRoom()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyCharacter", "ExitBrightRoom");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnemyCharacter.FakeDeadToDie
// (Final, Native, Protected, BlueprintCallable)
void ANoceEnemyCharacter::FakeDeadToDie()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyCharacter", "FakeDeadToDie");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnemyCharacter.GetAIAlertType
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENoceAIAlertType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ENoceAIAlertType ANoceEnemyCharacter::GetAIAlertType()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyCharacter", "GetAIAlertType");
Params::NoceEnemyCharacter_GetAIAlertType Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnemyCharacter.GetBattlePositionScore
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// ENoceBattlePositionTier InTier (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 ANoceEnemyCharacter::GetBattlePositionScore(ENoceBattlePositionTier InTier)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyCharacter", "GetBattlePositionScore");
Params::NoceEnemyCharacter_GetBattlePositionScore Parms{};
Parms.InTier = InTier;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnemyCharacter.GetCanAcceptAttrackSoul
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceEnemyCharacter::GetCanAcceptAttrackSoul()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyCharacter", "GetCanAcceptAttrackSoul");
Params::NoceEnemyCharacter_GetCanAcceptAttrackSoul Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnemyCharacter.GetCanBePushedByPlayer
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceEnemyCharacter::GetCanBePushedByPlayer()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyCharacter", "GetCanBePushedByPlayer");
Params::NoceEnemyCharacter_GetCanBePushedByPlayer Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnemyCharacter.GetCanPlayerSlideByDodgePush
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceEnemyCharacter::GetCanPlayerSlideByDodgePush()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyCharacter", "GetCanPlayerSlideByDodgePush");
Params::NoceEnemyCharacter_GetCanPlayerSlideByDodgePush Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnemyCharacter.GetCanPushPlayer
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceEnemyCharacter::GetCanPushPlayer()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyCharacter", "GetCanPushPlayer");
Params::NoceEnemyCharacter_GetCanPushPlayer Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnemyCharacter.GetCanTakeDamage
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceEnemyCharacter::GetCanTakeDamage()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyCharacter", "GetCanTakeDamage");
Params::NoceEnemyCharacter_GetCanTakeDamage Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnemyCharacter.GetExtendAutoAimDistance
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ANoceEnemyCharacter::GetExtendAutoAimDistance()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyCharacter", "GetExtendAutoAimDistance");
Params::NoceEnemyCharacter_GetExtendAutoAimDistance Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnemyCharacter.GetFakeDeadCount
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 ANoceEnemyCharacter::GetFakeDeadCount()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyCharacter", "GetFakeDeadCount");
Params::NoceEnemyCharacter_GetFakeDeadCount Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnemyCharacter.GetFakeDeadProgressTime
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ANoceEnemyCharacter::GetFakeDeadProgressTime()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyCharacter", "GetFakeDeadProgressTime");
Params::NoceEnemyCharacter_GetFakeDeadProgressTime Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnemyCharacter.GetFakeDeadRemainingTime
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ANoceEnemyCharacter::GetFakeDeadRemainingTime()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyCharacter", "GetFakeDeadRemainingTime");
Params::NoceEnemyCharacter_GetFakeDeadRemainingTime Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnemyCharacter.GetIsNonCounterableWhenInactive
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceEnemyCharacter::GetIsNonCounterableWhenInactive()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyCharacter", "GetIsNonCounterableWhenInactive");
Params::NoceEnemyCharacter_GetIsNonCounterableWhenInactive Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnemyCharacter.GetPossiblePositionOnLoad
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
struct FVector ANoceEnemyCharacter::GetPossiblePositionOnLoad()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyCharacter", "GetPossiblePositionOnLoad");
Params::NoceEnemyCharacter_GetPossiblePositionOnLoad Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnemyCharacter.HasBattlePositionScore
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceEnemyCharacter::HasBattlePositionScore()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyCharacter", "HasBattlePositionScore");
Params::NoceEnemyCharacter_HasBattlePositionScore Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnemyCharacter.HasFakeDeadAbility
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceEnemyCharacter::HasFakeDeadAbility()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyCharacter", "HasFakeDeadAbility");
Params::NoceEnemyCharacter_HasFakeDeadAbility Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnemyCharacter.InstantRevival
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceEnemyCharacter::InstantRevival()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyCharacter", "InstantRevival");
Params::NoceEnemyCharacter_InstantRevival Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnemyCharacter.IsBreakDown
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceEnemyCharacter::IsBreakDown()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyCharacter", "IsBreakDown");
Params::NoceEnemyCharacter_IsBreakDown Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnemyCharacter.IsCounterable
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InCounterHint (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceEnemyCharacter::IsCounterable(bool InCounterHint)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyCharacter", "IsCounterable");
Params::NoceEnemyCharacter_IsCounterable Parms{};
Parms.InCounterHint = InCounterHint;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnemyCharacter.IsEngagedStatus
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceEnemyCharacter::IsEngagedStatus()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyCharacter", "IsEngagedStatus");
Params::NoceEnemyCharacter_IsEngagedStatus Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnemyCharacter.IsLockedTarget
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceEnemyCharacter::IsLockedTarget()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyCharacter", "IsLockedTarget");
Params::NoceEnemyCharacter_IsLockedTarget Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnemyCharacter.IsNoCostPlayerWeaponDurability
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceEnemyCharacter::IsNoCostPlayerWeaponDurability()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyCharacter", "IsNoCostPlayerWeaponDurability");
Params::NoceEnemyCharacter_IsNoCostPlayerWeaponDurability Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnemyCharacter.IsSpawnFromFreak
// (Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceEnemyCharacter::IsSpawnFromFreak()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyCharacter", "IsSpawnFromFreak");
Params::NoceEnemyCharacter_IsSpawnFromFreak Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnemyCharacter.IsVisibileToPlayer
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InDebugDraw (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InCapsuleRadiusRatio (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InBackSideDiffDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool InOnlyCheckCenter (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EDrawDebugTrace InDrawDebugTrace (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceEnemyCharacter::IsVisibileToPlayer(bool InDebugDraw, float InCapsuleRadiusRatio, float InBackSideDiffDistance, bool InOnlyCheckCenter, EDrawDebugTrace InDrawDebugTrace)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyCharacter", "IsVisibileToPlayer");
Params::NoceEnemyCharacter_IsVisibileToPlayer Parms{};
Parms.InDebugDraw = InDebugDraw;
Parms.InCapsuleRadiusRatio = InCapsuleRadiusRatio;
Parms.InBackSideDiffDistance = InBackSideDiffDistance;
Parms.InOnlyCheckCenter = InOnlyCheckCenter;
Parms.InDrawDebugTrace = InDrawDebugTrace;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnemyCharacter.IsVisibleForEnemyInSight
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceEnemyCharacter::IsVisibleForEnemyInSight()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyCharacter", "IsVisibleForEnemyInSight");
Params::NoceEnemyCharacter_IsVisibleForEnemyInSight Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnemyCharacter.Kill
// (Native, Public, BlueprintCallable)
void ANoceEnemyCharacter::Kill()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyCharacter", "Kill");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnemyCharacter.NoFightingStrength
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceEnemyCharacter::NoFightingStrength()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyCharacter", "NoFightingStrength");
Params::NoceEnemyCharacter_NoFightingStrength Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnemyCharacter.OnDamaged_BP
// (Event, Protected, BlueprintEvent)
// Parameters:
// const struct FNoceAttackHitResult& AttackHitResult (Parm, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceEnemyCharacter::OnDamaged_BP(const struct FNoceAttackHitResult& AttackHitResult)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyCharacter", "OnDamaged_BP");
Params::NoceEnemyCharacter_OnDamaged_BP Parms{};
Parms.AttackHitResult = std::move(AttackHitResult);
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnemyCharacter.OnFinishEvent_BP
// (Event, Protected, BlueprintEvent)
void ANoceEnemyCharacter::OnFinishEvent_BP()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyCharacter", "OnFinishEvent_BP");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameNoce.NoceEnemyCharacter.OnStartEvent_BP
// (Event, Protected, BlueprintEvent)
void ANoceEnemyCharacter::OnStartEvent_BP()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyCharacter", "OnStartEvent_BP");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameNoce.NoceEnemyCharacter.RequestFakeDead
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// bool FromLoad (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ResetAI (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceEnemyCharacter::RequestFakeDead(bool FromLoad, bool ResetAI)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyCharacter", "RequestFakeDead");
Params::NoceEnemyCharacter_RequestFakeDead Parms{};
Parms.FromLoad = FromLoad;
Parms.ResetAI = ResetAI;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnemyCharacter.ResetMovementState
// (Final, Native, Public, BlueprintCallable)
void ANoceEnemyCharacter::ResetMovementState()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyCharacter", "ResetMovementState");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnemyCharacter.SendGameplayEventToAnimation
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const struct FGameplayTag& EventTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceEnemyCharacter::SendGameplayEventToAnimation(const struct FGameplayTag& EventTag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyCharacter", "SendGameplayEventToAnimation");
Params::NoceEnemyCharacter_SendGameplayEventToAnimation Parms{};
Parms.EventTag = std::move(EventTag);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnemyCharacter.SetCanAcceptAttrackSoul
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceEnemyCharacter::SetCanAcceptAttrackSoul(bool InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyCharacter", "SetCanAcceptAttrackSoul");
Params::NoceEnemyCharacter_SetCanAcceptAttrackSoul Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnemyCharacter.SetCanTakeDamage
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceEnemyCharacter::SetCanTakeDamage(bool InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyCharacter", "SetCanTakeDamage");
Params::NoceEnemyCharacter_SetCanTakeDamage Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnemyCharacter.SetFakeDeadCount
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceEnemyCharacter::SetFakeDeadCount(int32 InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyCharacter", "SetFakeDeadCount");
Params::NoceEnemyCharacter_SetFakeDeadCount Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnemyCharacter.SetIsHiddenBeforeCutscene
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool IsHidden (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceEnemyCharacter::SetIsHiddenBeforeCutscene(bool IsHidden)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyCharacter", "SetIsHiddenBeforeCutscene");
Params::NoceEnemyCharacter_SetIsHiddenBeforeCutscene Parms{};
Parms.IsHidden = IsHidden;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnemyCharacter.SetIsVisibleForEnemyInSight
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceEnemyCharacter::SetIsVisibleForEnemyInSight(bool InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyCharacter", "SetIsVisibleForEnemyInSight");
Params::NoceEnemyCharacter_SetIsVisibleForEnemyInSight Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnemyCharacter.SetJealous
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceEnemyCharacter::SetJealous(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyCharacter", "SetJealous");
Params::NoceEnemyCharacter_SetJealous Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnemyCharacter.SetRootMotionScale
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float InScale (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceEnemyCharacter::SetRootMotionScale(float InScale)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyCharacter", "SetRootMotionScale");
Params::NoceEnemyCharacter_SetRootMotionScale Parms{};
Parms.InScale = InScale;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnemyCharacter.SetSpawnerFreak
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class ANoceEnemyCharacter* FreakCharacter (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceEnemyCharacter::SetSpawnerFreak(class ANoceEnemyCharacter* FreakCharacter)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyCharacter", "SetSpawnerFreak");
Params::NoceEnemyCharacter_SetSpawnerFreak Parms{};
Parms.FreakCharacter = FreakCharacter;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnemyCharacter.ShowHideEnemy
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InShow (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceEnemyCharacter::ShowHideEnemy(bool InShow)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyCharacter", "ShowHideEnemy");
Params::NoceEnemyCharacter_ShowHideEnemy Parms{};
Parms.InShow = InShow;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnemyCharacter.StartFakeDead
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// bool FromLoad (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceEnemyCharacter::StartFakeDead(bool FromLoad)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyCharacter", "StartFakeDead");
Params::NoceEnemyCharacter_StartFakeDead Parms{};
Parms.FromLoad = FromLoad;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnemyCharacter.StartResurrect
// (Final, Native, Public)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceEnemyCharacter::StartResurrect()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyCharacter", "StartResurrect");
Params::NoceEnemyCharacter_StartResurrect Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnemyCharacter.TryCreateRecord
// (Native, Public, BlueprintCallable)
void ANoceEnemyCharacter::TryCreateRecord()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyCharacter", "TryCreateRecord");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnemyCharacter.GetDamageRatioHealth
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ANoceEnemyCharacter::GetDamageRatioHealth() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyCharacter", "GetDamageRatioHealth");
Params::NoceEnemyCharacter_GetDamageRatioHealth Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnemyCharacter.GetDamageRatioWince
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ANoceEnemyCharacter::GetDamageRatioWince() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyCharacter", "GetDamageRatioWince");
Params::NoceEnemyCharacter_GetDamageRatioWince Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnemyCharacter.GetFakeDeadWakeupRatio
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ANoceEnemyCharacter::GetFakeDeadWakeupRatio() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyCharacter", "GetFakeDeadWakeupRatio");
Params::NoceEnemyCharacter_GetFakeDeadWakeupRatio Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnemyCharacter.GetHealthAttackRatio
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ANoceEnemyCharacter::GetHealthAttackRatio() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyCharacter", "GetHealthAttackRatio");
Params::NoceEnemyCharacter_GetHealthAttackRatio Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnemyCharacter.GetJealous
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ANoceEnemyCharacter::GetJealous() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyCharacter", "GetJealous");
Params::NoceEnemyCharacter_GetJealous Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnemyCharacter.GetLinkAttackRatio
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ANoceEnemyCharacter::GetLinkAttackRatio() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyCharacter", "GetLinkAttackRatio");
Params::NoceEnemyCharacter_GetLinkAttackRatio Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnemyCharacter.IsDead
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceEnemyCharacter::IsDead() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyCharacter", "IsDead");
Params::NoceEnemyCharacter_IsDead Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnemyCharacter.IsFakeDead
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceEnemyCharacter::IsFakeDead() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyCharacter", "IsFakeDead");
Params::NoceEnemyCharacter_IsFakeDead Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnemyCharacter.IsResurrect
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceEnemyCharacter::IsResurrect() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyCharacter", "IsResurrect");
Params::NoceEnemyCharacter_IsResurrect Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnemyCharacter.OnCanCreateRecord
// (Native, Event, Protected, BlueprintEvent, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceEnemyCharacter::OnCanCreateRecord() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyCharacter", "OnCanCreateRecord");
Params::NoceEnemyCharacter_OnCanCreateRecord Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.LinkRequest.SetLinkRequest
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor* InOwner (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* InTarget (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ELinkPriority InPriority (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool InExecutionType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 InBankID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 InMotionID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ULinkRequest::SetLinkRequest(class AActor* InOwner, class AActor* InTarget, ELinkPriority InPriority, bool InExecutionType, int32 InBankID, int32 InMotionID)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("LinkRequest", "SetLinkRequest");
Params::LinkRequest_SetLinkRequest Parms{};
Parms.InOwner = InOwner;
Parms.InTarget = InTarget;
Parms.InPriority = InPriority;
Parms.InExecutionType = InExecutionType;
Parms.InBankID = InBankID;
Parms.InMotionID = InMotionID;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnemyDamageHandleComponent.HandleBodyPartGroupDamage
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class FName InBodyPartGroupName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InHealthDamage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool InIsLimitHealth (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool* OutIsBreak (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool* OutIsDamageToHealth (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceEnemyDamageHandleComponent::HandleBodyPartGroupDamage(class FName InBodyPartGroupName, float InHealthDamage, bool InIsLimitHealth, bool* OutIsBreak, bool* OutIsDamageToHealth)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyDamageHandleComponent", "HandleBodyPartGroupDamage");
Params::NoceEnemyDamageHandleComponent_HandleBodyPartGroupDamage Parms{};
Parms.InBodyPartGroupName = InBodyPartGroupName;
Parms.InHealthDamage = InHealthDamage;
Parms.InIsLimitHealth = InIsLimitHealth;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutIsBreak != nullptr)
*OutIsBreak = Parms.OutIsBreak;
if (OutIsDamageToHealth != nullptr)
*OutIsDamageToHealth = Parms.OutIsDamageToHealth;
}
// Function GameNoce.NoceEnemyDamageHandleComponent.HandleDamage
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float InHealthDamage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InWinceDamage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool InIsForceWince (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool InAttackWinceToAdditvie (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ENoceWinceType InWinceType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool InIsLimitHealth (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool InIsLimitWince (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ENoceWinceType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ENoceWinceType UNoceEnemyDamageHandleComponent::HandleDamage(float InHealthDamage, float InWinceDamage, bool InIsForceWince, bool InAttackWinceToAdditvie, ENoceWinceType InWinceType, bool InIsLimitHealth, bool InIsLimitWince)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyDamageHandleComponent", "HandleDamage");
Params::NoceEnemyDamageHandleComponent_HandleDamage Parms{};
Parms.InHealthDamage = InHealthDamage;
Parms.InWinceDamage = InWinceDamage;
Parms.InIsForceWince = InIsForceWince;
Parms.InAttackWinceToAdditvie = InAttackWinceToAdditvie;
Parms.InWinceType = InWinceType;
Parms.InIsLimitHealth = InIsLimitHealth;
Parms.InIsLimitWince = InIsLimitWince;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnemyGroupSpawnComponent.GetCurrentGroupTime
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// ENoceActionLevel InLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNoceEnemyGroupSpawnComponent::GetCurrentGroupTime(ENoceActionLevel InLevel)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyGroupSpawnComponent", "GetCurrentGroupTime");
Params::NoceEnemyGroupSpawnComponent_GetCurrentGroupTime Parms{};
Parms.InLevel = InLevel;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnemyGroupSpawnComponent.HandleUnhideSpawnedEnemy
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class ANoceEnemyCharacter* Char (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float Time (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceEnemyGroupSpawnComponent::HandleUnhideSpawnedEnemy(class ANoceEnemyCharacter* Char, float Time)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyGroupSpawnComponent", "HandleUnhideSpawnedEnemy");
Params::NoceEnemyGroupSpawnComponent_HandleUnhideSpawnedEnemy Parms{};
Parms.Char = Char;
Parms.Time = Time;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnemyGroupSpawnComponent.OnGameProgressChanged
// (Event, Protected, BlueprintEvent)
// Parameters:
// const struct FGameplayTag& NewTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceEnemyGroupSpawnComponent::OnGameProgressChanged(const struct FGameplayTag& NewTag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyGroupSpawnComponent", "OnGameProgressChanged");
Params::NoceEnemyGroupSpawnComponent_OnGameProgressChanged Parms{};
Parms.NewTag = std::move(NewTag);
UObject::ProcessEvent(Func, &Parms);
}
// Function GameNoce.NoceEnemyGroupSpawnComponent.UpdateSpawnedEnemies
// (Final, Native, Protected, BlueprintCallable)
void UNoceEnemyGroupSpawnComponent::UpdateSpawnedEnemies()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyGroupSpawnComponent", "UpdateSpawnedEnemies");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerChargeComponent.HandleOnPossessed
// (Final, Native, Protected)
// Parameters:
// bool InPossessed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerChargeComponent::HandleOnPossessed(bool InPossessed)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerChargeComponent", "HandleOnPossessed");
Params::NocePlayerChargeComponent_HandleOnPossessed Parms{};
Parms.InPossessed = InPossessed;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerChargeComponent.RemoveAttackMultiplier
// (Final, Native, Public, BlueprintCallable)
void UNocePlayerChargeComponent::RemoveAttackMultiplier()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerChargeComponent", "RemoveAttackMultiplier");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerChargeComponent.RemoveChargeBuff
// (Final, Native, Public, BlueprintCallable)
void UNocePlayerChargeComponent::RemoveChargeBuff()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerChargeComponent", "RemoveChargeBuff");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerChargeComponent.RemoveWinceMultiplier
// (Final, Native, Public, BlueprintCallable)
void UNocePlayerChargeComponent::RemoveWinceMultiplier()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerChargeComponent", "RemoveWinceMultiplier");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerChargeComponent.SetAttackMultiplier
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName InComboName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InChargeTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerChargeComponent::SetAttackMultiplier(class FName InComboName, float InChargeTime)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerChargeComponent", "SetAttackMultiplier");
Params::NocePlayerChargeComponent_SetAttackMultiplier Parms{};
Parms.InComboName = InComboName;
Parms.InChargeTime = InChargeTime;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerChargeComponent.SetWinceMultiplier
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName InComboName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InChargeTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerChargeComponent::SetWinceMultiplier(class FName InComboName, float InChargeTime)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerChargeComponent", "SetWinceMultiplier");
Params::NocePlayerChargeComponent_SetWinceMultiplier Parms{};
Parms.InComboName = InComboName;
Parms.InChargeTime = InChargeTime;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerChargeComponent.StartCharge
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName InComboName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName InInputAction (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerChargeComponent::StartCharge(class FName InComboName, class FName InInputAction)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerChargeComponent", "StartCharge");
Params::NocePlayerChargeComponent_StartCharge Parms{};
Parms.InComboName = InComboName;
Parms.InInputAction = InInputAction;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerChargeComponent.StopCharge
// (Final, Native, Public, BlueprintCallable)
void UNocePlayerChargeComponent::StopCharge()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerChargeComponent", "StopCharge");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnemyGroupSpawner.OnGameProgressChanged
// (Event, Protected, BlueprintEvent)
// Parameters:
// const struct FGameplayTag& NewTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceEnemyGroupSpawner::OnGameProgressChanged(const struct FGameplayTag& NewTag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyGroupSpawner", "OnGameProgressChanged");
Params::NoceEnemyGroupSpawner_OnGameProgressChanged Parms{};
Parms.NewTag = std::move(NewTag);
UObject::ProcessEvent(Func, &Parms);
}
// Function GameNoce.NoceTabWidget.GetListSlots
// (Native, Event, Protected, BlueprintEvent)
// Parameters:
// TArray<class UUserWidget*> ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
TArray<class UUserWidget*> UNoceTabWidget::GetListSlots()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTabWidget", "GetListSlots");
Params::NoceTabWidget_GetListSlots Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceTabWidget.InitializeTab
// (Native, Event, Public, BlueprintCallable, BlueprintEvent)
void UNoceTabWidget::InitializeTab()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTabWidget", "InitializeTab");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceMapTabWidget.InitTabs
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const TArray<class FText>& TabNames (Parm, ZeroConstructor, NativeAccessSpecifierPublic)
void UNoceMapTabWidget::InitTabs(const TArray<class FText>& TabNames)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceMapTabWidget", "InitTabs");
Params::NoceMapTabWidget_InitTabs Parms{};
Parms.TabNames = std::move(TabNames);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceMapTabWidget.Show
// (Final, Native, Public, BlueprintCallable)
void UNoceMapTabWidget::Show()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceMapTabWidget", "Show");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnemyPhysicsAssetSwapComp.ChangePhysicsAsset
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InShrink (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceEnemyPhysicsAssetSwapComp::ChangePhysicsAsset(bool InShrink)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyPhysicsAssetSwapComp", "ChangePhysicsAsset");
Params::NoceEnemyPhysicsAssetSwapComp_ChangePhysicsAsset Parms{};
Parms.InShrink = InShrink;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnemyPhysicsAssetSwapComp.InitializeDefaultAssetData
// (Final, Native, Public, BlueprintCallable)
void UNoceEnemyPhysicsAssetSwapComp::InitializeDefaultAssetData()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyPhysicsAssetSwapComp", "InitializeDefaultAssetData");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnemyPhysicsAssetSwapComp.OnPossessedPawnChanged
// (Final, Native, Protected)
// Parameters:
// class APawn* InOldPawn (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class APawn* InNewPawn (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceEnemyPhysicsAssetSwapComp::OnPossessedPawnChanged(class APawn* InOldPawn, class APawn* InNewPawn)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyPhysicsAssetSwapComp", "OnPossessedPawnChanged");
Params::NoceEnemyPhysicsAssetSwapComp_OnPossessedPawnChanged Parms{};
Parms.InOldPawn = InOldPawn;
Parms.InNewPawn = InNewPawn;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnemyPhysicsAssetSwapComp.OnUseCapsuleShrink
// (Final, Native, Protected)
// Parameters:
// bool InUse (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceEnemyPhysicsAssetSwapComp::OnUseCapsuleShrink(bool InUse)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnemyPhysicsAssetSwapComp", "OnUseCapsuleShrink");
Params::NoceEnemyPhysicsAssetSwapComp_OnUseCapsuleShrink Parms{};
Parms.InUse = InUse;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLockOnTargetComponent.CanPlayerLockOnTarget
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceLockOnTargetComponent::CanPlayerLockOnTarget()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLockOnTargetComponent", "CanPlayerLockOnTarget");
Params::NoceLockOnTargetComponent_CanPlayerLockOnTarget Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLockOnTargetComponent.GetCanLockOnTarget
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceLockOnTargetComponent::GetCanLockOnTarget()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLockOnTargetComponent", "GetCanLockOnTarget");
Params::NoceLockOnTargetComponent_GetCanLockOnTarget Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLockOnTargetComponent.GetLockOnTargetActor
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AActor* UNoceLockOnTargetComponent::GetLockOnTargetActor()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLockOnTargetComponent", "GetLockOnTargetActor");
Params::NoceLockOnTargetComponent_GetLockOnTargetActor Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLockOnTargetComponent.HandleInputAction
// (Final, Native, Protected)
// Parameters:
// ENoceInputAction InInputAction (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool InPressed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceLockOnTargetComponent::HandleInputAction(ENoceInputAction InInputAction, bool InPressed)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLockOnTargetComponent", "HandleInputAction");
Params::NoceLockOnTargetComponent_HandleInputAction Parms{};
Parms.InInputAction = InInputAction;
Parms.InPressed = InPressed;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLockOnTargetComponent.HandleInputAxis
// (Final, Native, Protected)
// Parameters:
// ENoceInputAxis InInputAxis (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceLockOnTargetComponent::HandleInputAxis(ENoceInputAxis InInputAxis, float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLockOnTargetComponent", "HandleInputAxis");
Params::NoceLockOnTargetComponent_HandleInputAxis Parms{};
Parms.InInputAxis = InInputAxis;
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLockOnTargetComponent.HandleOnPossessed
// (Final, Native, Protected)
// Parameters:
// bool InPossessed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceLockOnTargetComponent::HandleOnPossessed(bool InPossessed)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLockOnTargetComponent", "HandleOnPossessed");
Params::NoceLockOnTargetComponent_HandleOnPossessed Parms{};
Parms.InPossessed = InPossessed;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLockOnTargetComponent.IsLockingOnTarget
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceLockOnTargetComponent::IsLockingOnTarget()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLockOnTargetComponent", "IsLockingOnTarget");
Params::NoceLockOnTargetComponent_IsLockingOnTarget Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLockOnTargetComponent.OnDelayFadeOutTimerUp
// (Final, Native, Protected)
void UNoceLockOnTargetComponent::OnDelayFadeOutTimerUp()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLockOnTargetComponent", "OnDelayFadeOutTimerUp");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLockOnTargetComponent.OnEndLockOn
// (Final, Native, Protected)
void UNoceLockOnTargetComponent::OnEndLockOn()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLockOnTargetComponent", "OnEndLockOn");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLockOnTargetComponent.OnPlayerDie
// (Final, Native, Protected)
void UNoceLockOnTargetComponent::OnPlayerDie()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLockOnTargetComponent", "OnPlayerDie");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLockOnTargetComponent.OnPlayerEndLinked
// (Final, Native, Protected)
// Parameters:
// class ULinkRequest* LinkRequest (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceLockOnTargetComponent::OnPlayerEndLinked(class ULinkRequest* LinkRequest)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLockOnTargetComponent", "OnPlayerEndLinked");
Params::NoceLockOnTargetComponent_OnPlayerEndLinked Parms{};
Parms.LinkRequest = LinkRequest;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLockOnTargetComponent.OnPlayerEnterEvent
// (Final, Native, Protected)
void UNoceLockOnTargetComponent::OnPlayerEnterEvent()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLockOnTargetComponent", "OnPlayerEnterEvent");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLockOnTargetComponent.OnPlayerFSMInteractTagChanged
// (Final, Native, Protected)
// Parameters:
// const struct FGameplayTag& Tag (ConstParm, Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 NewCount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceLockOnTargetComponent::OnPlayerFSMInteractTagChanged(const struct FGameplayTag& Tag, int32 NewCount)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLockOnTargetComponent", "OnPlayerFSMInteractTagChanged");
Params::NoceLockOnTargetComponent_OnPlayerFSMInteractTagChanged Parms{};
Parms.Tag = std::move(Tag);
Parms.NewCount = NewCount;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLockOnTargetComponent.OnPlayerStartLinked
// (Final, Native, Protected)
// Parameters:
// class ULinkRequest* LinkRequest (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceLockOnTargetComponent::OnPlayerStartLinked(class ULinkRequest* LinkRequest)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLockOnTargetComponent", "OnPlayerStartLinked");
Params::NoceLockOnTargetComponent_OnPlayerStartLinked Parms{};
Parms.LinkRequest = LinkRequest;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLockOnTargetComponent.OnPlayerUsingGimmick
// (Final, Native, Protected)
// Parameters:
// bool IsUsing (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceLockOnTargetComponent::OnPlayerUsingGimmick(bool IsUsing)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLockOnTargetComponent", "OnPlayerUsingGimmick");
Params::NoceLockOnTargetComponent_OnPlayerUsingGimmick Parms{};
Parms.IsUsing = IsUsing;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLockOnTargetComponent.OnStartLockOn
// (Final, Native, Protected)
void UNoceLockOnTargetComponent::OnStartLockOn()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLockOnTargetComponent", "OnStartLockOn");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLockOnTargetComponent.OnTargetChangeDelegate
// (Final, Native, Protected)
// Parameters:
// class AActor* NewTarget (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EATPCChangeTargetReason ChangeTargetReason (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceLockOnTargetComponent::OnTargetChangeDelegate(class AActor* NewTarget, EATPCChangeTargetReason ChangeTargetReason)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLockOnTargetComponent", "OnTargetChangeDelegate");
Params::NoceLockOnTargetComponent_OnTargetChangeDelegate Parms{};
Parms.NewTarget = NewTarget;
Parms.ChangeTargetReason = ChangeTargetReason;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLockOnTargetComponent.RegisterOnPossessed
// (Final, Native, Protected)
void UNoceLockOnTargetComponent::RegisterOnPossessed()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLockOnTargetComponent", "RegisterOnPossessed");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLockOnTargetComponent.SetCanLockOnTarget
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceLockOnTargetComponent::SetCanLockOnTarget(bool InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLockOnTargetComponent", "SetCanLockOnTarget");
Params::NoceLockOnTargetComponent_SetCanLockOnTarget Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLockOnTargetComponent.UnlockCurrentLockTarget
// (Final, Native, Public, BlueprintCallable)
void UNoceLockOnTargetComponent::UnlockCurrentLockTarget()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLockOnTargetComponent", "UnlockCurrentLockTarget");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLockOnTargetComponent.UnlockLockTarget
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UATPCLockOnTargetLocationComponent*InLockTarget (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceLockOnTargetComponent::UnlockLockTarget(class UATPCLockOnTargetLocationComponent* InLockTarget)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLockOnTargetComponent", "UnlockLockTarget");
Params::NoceLockOnTargetComponent_UnlockLockTarget Parms{};
Parms.InLockTarget = InLockTarget;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerInputHelperComponent.HandleOnPossessed
// (Final, Native, Protected)
// Parameters:
// bool InPossessed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerInputHelperComponent::HandleOnPossessed(bool InPossessed)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInputHelperComponent", "HandleOnPossessed");
Params::NocePlayerInputHelperComponent_HandleOnPossessed Parms{};
Parms.InPossessed = InPossessed;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerInputHelperComponent.IsInputActionValid
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class FName InInputAction (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerInputHelperComponent::IsInputActionValid(class FName InInputAction)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInputHelperComponent", "IsInputActionValid");
Params::NocePlayerInputHelperComponent_IsInputActionValid Parms{};
Parms.InInputAction = InInputAction;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerInputHelperComponent.OnFocusDisableStateTagChanged
// (Final, Native, Protected)
// Parameters:
// const struct FGameplayTag& InTag (ConstParm, Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 InNewCount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerInputHelperComponent::OnFocusDisableStateTagChanged(const struct FGameplayTag& InTag, int32 InNewCount)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInputHelperComponent", "OnFocusDisableStateTagChanged");
Params::NocePlayerInputHelperComponent_OnFocusDisableStateTagChanged Parms{};
Parms.InTag = std::move(InTag);
Parms.InNewCount = InNewCount;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerInputHelperComponent.OnFocusEnableStateTagChanged
// (Final, Native, Protected)
// Parameters:
// const struct FGameplayTag& InTag (ConstParm, Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 InNewCount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerInputHelperComponent::OnFocusEnableStateTagChanged(const struct FGameplayTag& InTag, int32 InNewCount)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInputHelperComponent", "OnFocusEnableStateTagChanged");
Params::NocePlayerInputHelperComponent_OnFocusEnableStateTagChanged Parms{};
Parms.InTag = std::move(InTag);
Parms.InNewCount = InNewCount;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerInputHelperComponent.OnFocusPauseStateTagChanged
// (Final, Native, Protected)
// Parameters:
// const struct FGameplayTag& InTag (ConstParm, Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 InNewCount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerInputHelperComponent::OnFocusPauseStateTagChanged(const struct FGameplayTag& InTag, int32 InNewCount)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInputHelperComponent", "OnFocusPauseStateTagChanged");
Params::NocePlayerInputHelperComponent_OnFocusPauseStateTagChanged Parms{};
Parms.InTag = std::move(InTag);
Parms.InNewCount = InNewCount;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerInputHelperComponent.OnInputModeChanged
// (Final, Native, Protected)
void UNocePlayerInputHelperComponent::OnInputModeChanged()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInputHelperComponent", "OnInputModeChanged");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerInputHelperComponent.OnPlayerUsingGimmick
// (Final, Native, Protected)
// Parameters:
// bool InIsUsing (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerInputHelperComponent::OnPlayerUsingGimmick(bool InIsUsing)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInputHelperComponent", "OnPlayerUsingGimmick");
Params::NocePlayerInputHelperComponent_OnPlayerUsingGimmick Parms{};
Parms.InIsUsing = InIsUsing;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerInputHelperComponent.OnShortcutItemEnableStateTagChanged
// (Final, Native, Protected)
// Parameters:
// const struct FGameplayTag& InTag (ConstParm, Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 InNewCount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerInputHelperComponent::OnShortcutItemEnableStateTagChanged(const struct FGameplayTag& InTag, int32 InNewCount)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInputHelperComponent", "OnShortcutItemEnableStateTagChanged");
Params::NocePlayerInputHelperComponent_OnShortcutItemEnableStateTagChanged Parms{};
Parms.InTag = std::move(InTag);
Parms.InNewCount = InNewCount;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerInputHelperComponent.OnShortcutTagChanged
// (Final, Native, Protected)
// Parameters:
// const struct FGameplayTag& InTag (ConstParm, Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 InNewCount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerInputHelperComponent::OnShortcutTagChanged(const struct FGameplayTag& InTag, int32 InNewCount)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInputHelperComponent", "OnShortcutTagChanged");
Params::NocePlayerInputHelperComponent_OnShortcutTagChanged Parms{};
Parms.InTag = std::move(InTag);
Parms.InNewCount = InNewCount;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerInputHelperComponent.OnUISubsystemWidgetStackSizeChanged
// (Final, Native, Protected)
// Parameters:
// int32 InSize (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerInputHelperComponent::OnUISubsystemWidgetStackSizeChanged(int32 InSize)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInputHelperComponent", "OnUISubsystemWidgetStackSizeChanged");
Params::NocePlayerInputHelperComponent_OnUISubsystemWidgetStackSizeChanged Parms{};
Parms.InSize = InSize;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerInputHelperComponent.OnUpperBodyMotionTagChanged
// (Final, Native, Protected)
// Parameters:
// const struct FGameplayTag& InTag (ConstParm, Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 InNewCount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerInputHelperComponent::OnUpperBodyMotionTagChanged(const struct FGameplayTag& InTag, int32 InNewCount)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInputHelperComponent", "OnUpperBodyMotionTagChanged");
Params::NocePlayerInputHelperComponent_OnUpperBodyMotionTagChanged Parms{};
Parms.InTag = std::move(InTag);
Parms.InNewCount = InNewCount;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerInputHelperComponent.RegisterOnPossessed
// (Final, Native, Protected)
void UNocePlayerInputHelperComponent::RegisterOnPossessed()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInputHelperComponent", "RegisterOnPossessed");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerInputHelperComponent.StopSprintWhenInputExtraSprintReleased
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerInputHelperComponent::StopSprintWhenInputExtraSprintReleased()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInputHelperComponent", "StopSprintWhenInputExtraSprintReleased");
Params::NocePlayerInputHelperComponent_StopSprintWhenInputExtraSprintReleased Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceMeshDissolveComponent.OnDie
// (Final, Native, Protected)
void UNoceMeshDissolveComponent::OnDie()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceMeshDissolveComponent", "OnDie");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerLookAtTargetComponent.GetIsEnable
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerLookAtTargetComponent::GetIsEnable()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerLookAtTargetComponent", "GetIsEnable");
Params::NocePlayerLookAtTargetComponent_GetIsEnable Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerLookAtTargetComponent.GetOnlyUseForMotionWarp
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerLookAtTargetComponent::GetOnlyUseForMotionWarp()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerLookAtTargetComponent", "GetOnlyUseForMotionWarp");
Params::NocePlayerLookAtTargetComponent_GetOnlyUseForMotionWarp Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerLookAtTargetComponent.GetSkipAutoAimMeshCheck
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerLookAtTargetComponent::GetSkipAutoAimMeshCheck()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerLookAtTargetComponent", "GetSkipAutoAimMeshCheck");
Params::NocePlayerLookAtTargetComponent_GetSkipAutoAimMeshCheck Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerLookAtTargetComponent.HandleEnemyFakeDead
// (Final, Native, Protected)
void UNocePlayerLookAtTargetComponent::HandleEnemyFakeDead()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerLookAtTargetComponent", "HandleEnemyFakeDead");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerLookAtTargetComponent.HandleEnemyOnDie
// (Final, Native, Protected)
void UNocePlayerLookAtTargetComponent::HandleEnemyOnDie()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerLookAtTargetComponent", "HandleEnemyOnDie");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerLookAtTargetComponent.HandleEnemyRevive
// (Final, Native, Protected)
void UNocePlayerLookAtTargetComponent::HandleEnemyRevive()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerLookAtTargetComponent", "HandleEnemyRevive");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerLookAtTargetComponent.HandleEnemyShowHide
// (Final, Native, Protected)
// Parameters:
// bool InShow (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerLookAtTargetComponent::HandleEnemyShowHide(bool InShow)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerLookAtTargetComponent", "HandleEnemyShowHide");
Params::NocePlayerLookAtTargetComponent_HandleEnemyShowHide Parms{};
Parms.InShow = InShow;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerLookAtTargetComponent.HandleInteractEnableChanged
// (Final, Native, Protected)
// Parameters:
// bool InEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerLookAtTargetComponent::HandleInteractEnableChanged(bool InEnable)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerLookAtTargetComponent", "HandleInteractEnableChanged");
Params::NocePlayerLookAtTargetComponent_HandleInteractEnableChanged Parms{};
Parms.InEnable = InEnable;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerLookAtTargetComponent.SetEnable
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerLookAtTargetComponent::SetEnable(bool InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerLookAtTargetComponent", "SetEnable");
Params::NocePlayerLookAtTargetComponent_SetEnable Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceMapIconWidget.GetWorldPos
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
struct FVector UNoceMapIconWidget::GetWorldPos()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceMapIconWidget", "GetWorldPos");
Params::NoceMapIconWidget_GetWorldPos Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceMapIconWidget.OnFadeInCompleted
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent)
void UNoceMapIconWidget::OnFadeInCompleted()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceMapIconWidget", "OnFadeInCompleted");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceMapIconWidget.UpdateRotation
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float InvMapYaw (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceMapIconWidget::UpdateRotation(float InvMapYaw)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceMapIconWidget", "UpdateRotation");
Params::NoceMapIconWidget_UpdateRotation Parms{};
Parms.InvMapYaw = InvMapYaw;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceMapIconWidget.UpdateScale
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float MapScale (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float IconScale (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceMapIconWidget::UpdateScale(float MapScale, float IconScale)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceMapIconWidget", "UpdateScale");
Params::NoceMapIconWidget_UpdateScale Parms{};
Parms.MapScale = MapScale;
Parms.IconScale = IconScale;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceMapIconWidget.UpdateVisibility
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool IsInView (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceMapIconWidget::UpdateVisibility(bool IsInView)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceMapIconWidget", "UpdateVisibility");
Params::NoceMapIconWidget_UpdateVisibility Parms{};
Parms.IsInView = IsInView;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceUICommonMessageSubsystem.AddRestriction
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName Reason (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceUICommonMessageSubsystem::AddRestriction(class FName Reason)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceUICommonMessageSubsystem", "AddRestriction");
Params::NoceUICommonMessageSubsystem_AddRestriction Parms{};
Parms.Reason = Reason;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceUICommonMessageSubsystem.HideMessage
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENoceUICommonMessageType InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceUICommonMessageSubsystem::HideMessage(ENoceUICommonMessageType InType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceUICommonMessageSubsystem", "HideMessage");
Params::NoceUICommonMessageSubsystem_HideMessage Parms{};
Parms.InType = InType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceUICommonMessageSubsystem.OnConnectionChanged
// (Final, Native, Protected)
// Parameters:
// bool IsConnected (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 UserId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ENoceInputDeviceType DeviceType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceUICommonMessageSubsystem::OnConnectionChanged(bool IsConnected, int32 UserId, ENoceInputDeviceType DeviceType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceUICommonMessageSubsystem", "OnConnectionChanged");
Params::NoceUICommonMessageSubsystem_OnConnectionChanged Parms{};
Parms.IsConnected = IsConnected;
Parms.UserId = UserId;
Parms.DeviceType = DeviceType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceUICommonMessageSubsystem.OnPlayerControllerEndPlay
// (Final, Native, Protected)
// Parameters:
// class AActor* Player (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EEndPlayReason EndPlayReason (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceUICommonMessageSubsystem::OnPlayerControllerEndPlay(class AActor* Player, EEndPlayReason EndPlayReason)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceUICommonMessageSubsystem", "OnPlayerControllerEndPlay");
Params::NoceUICommonMessageSubsystem_OnPlayerControllerEndPlay Parms{};
Parms.Player = Player;
Parms.EndPlayReason = EndPlayReason;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceUICommonMessageSubsystem.RemoveRestriction
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName Reason (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceUICommonMessageSubsystem::RemoveRestriction(class FName Reason)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceUICommonMessageSubsystem", "RemoveRestriction");
Params::NoceUICommonMessageSubsystem_RemoveRestriction Parms{};
Parms.Reason = Reason;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceUICommonMessageSubsystem.ShowMessage
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENoceUICommonMessageType InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceUICommonMessageSubsystem::ShowMessage(ENoceUICommonMessageType InType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceUICommonMessageSubsystem", "ShowMessage");
Params::NoceUICommonMessageSubsystem_ShowMessage Parms{};
Parms.InType = InType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceNewGameWidget.ShowNewGame
// (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool InIsPlus (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceNewGameWidget::ShowNewGame(bool InIsPlus, bool* NoUse)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceNewGameWidget", "ShowNewGame");
Params::NoceNewGameWidget_ShowNewGame Parms{};
Parms.InIsPlus = InIsPlus;
UObject::ProcessEvent(Func, &Parms);
if (NoUse != nullptr)
*NoUse = Parms.NoUse;
}
// Function GameNoce.NoceEnvironmentSubsystem.AddHeightFogSetting
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName RowName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FNoceExpFogSetting& InData (Parm, NativeAccessSpecifierPublic)
void UNoceEnvironmentSubsystem::AddHeightFogSetting(class FName RowName, const struct FNoceExpFogSetting& InData)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnvironmentSubsystem", "AddHeightFogSetting");
Params::NoceEnvironmentSubsystem_AddHeightFogSetting Parms{};
Parms.RowName = RowName;
Parms.InData = std::move(InData);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnvironmentSubsystem.AddSkyLightSetting
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName RowName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FNoceSkyLightSetting& InData (Parm, NativeAccessSpecifierPublic)
void UNoceEnvironmentSubsystem::AddSkyLightSetting(class FName RowName, const struct FNoceSkyLightSetting& InData)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnvironmentSubsystem", "AddSkyLightSetting");
Params::NoceEnvironmentSubsystem_AddSkyLightSetting Parms{};
Parms.RowName = RowName;
Parms.InData = std::move(InData);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnvironmentSubsystem.AddSpotLightSetting
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName RowName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FNoceSpotLightSetting& InData (Parm, NativeAccessSpecifierPublic)
void UNoceEnvironmentSubsystem::AddSpotLightSetting(class FName RowName, const struct FNoceSpotLightSetting& InData)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnvironmentSubsystem", "AddSpotLightSetting");
Params::NoceEnvironmentSubsystem_AddSpotLightSetting Parms{};
Parms.RowName = RowName;
Parms.InData = std::move(InData);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnvironmentSubsystem.AddVolumeFogSetting
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName RowName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FNoceVolumetricFogSetting& InData (Parm, NativeAccessSpecifierPublic)
void UNoceEnvironmentSubsystem::AddVolumeFogSetting(class FName RowName, const struct FNoceVolumetricFogSetting& InData)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnvironmentSubsystem", "AddVolumeFogSetting");
Params::NoceEnvironmentSubsystem_AddVolumeFogSetting Parms{};
Parms.RowName = RowName;
Parms.InData = std::move(InData);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnvironmentSubsystem.ClearAllOnewayLightControl
// (Final, Native, Public, BlueprintCallable)
void UNoceEnvironmentSubsystem::ClearAllOnewayLightControl()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnvironmentSubsystem", "ClearAllOnewayLightControl");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnvironmentSubsystem.DebugRequestDarkness
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool Enable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName InRowName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FNoceDarknessSetting& InData (Parm, NativeAccessSpecifierPublic)
void UNoceEnvironmentSubsystem::DebugRequestDarkness(bool Enable, class FName InRowName, const struct FNoceDarknessSetting& InData)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnvironmentSubsystem", "DebugRequestDarkness");
Params::NoceEnvironmentSubsystem_DebugRequestDarkness Parms{};
Parms.Enable = Enable;
Parms.InRowName = InRowName;
Parms.InData = std::move(InData);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnvironmentSubsystem.DebugRequestHeightFog
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool Enable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName RowName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FNoceExpFogSetting& InData (Parm, NativeAccessSpecifierPublic)
void UNoceEnvironmentSubsystem::DebugRequestHeightFog(bool Enable, class FName RowName, const struct FNoceExpFogSetting& InData)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnvironmentSubsystem", "DebugRequestHeightFog");
Params::NoceEnvironmentSubsystem_DebugRequestHeightFog Parms{};
Parms.Enable = Enable;
Parms.RowName = RowName;
Parms.InData = std::move(InData);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnvironmentSubsystem.DebugRequestVolumeFog
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool Enable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName RowName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FNoceVolumetricFogSetting& InData (Parm, NativeAccessSpecifierPublic)
void UNoceEnvironmentSubsystem::DebugRequestVolumeFog(bool Enable, class FName RowName, const struct FNoceVolumetricFogSetting& InData)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnvironmentSubsystem", "DebugRequestVolumeFog");
Params::NoceEnvironmentSubsystem_DebugRequestVolumeFog Parms{};
Parms.Enable = Enable;
Parms.RowName = RowName;
Parms.InData = std::move(InData);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnvironmentSubsystem.EnableLanternBlending
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceEnvironmentSubsystem::EnableLanternBlending(bool InEnable)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnvironmentSubsystem", "EnableLanternBlending");
Params::NoceEnvironmentSubsystem_EnableLanternBlending Parms{};
Parms.InEnable = InEnable;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnvironmentSubsystem.EnableLanternLightUpdate
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceEnvironmentSubsystem::EnableLanternLightUpdate(bool InEnable)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnvironmentSubsystem", "EnableLanternLightUpdate");
Params::NoceEnvironmentSubsystem_EnableLanternLightUpdate Parms{};
Parms.InEnable = InEnable;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnvironmentSubsystem.ForceUpdateHandlersWithTargetLocation
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// bool NeedOverride (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& InTargetLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceEnvironmentSubsystem::ForceUpdateHandlersWithTargetLocation(bool NeedOverride, const struct FVector& InTargetLocation)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnvironmentSubsystem", "ForceUpdateHandlersWithTargetLocation");
Params::NoceEnvironmentSubsystem_ForceUpdateHandlersWithTargetLocation Parms{};
Parms.NeedOverride = NeedOverride;
Parms.InTargetLocation = std::move(InTargetLocation);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnvironmentSubsystem.GetDirectionalLightRowName
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class FName ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class FName UNoceEnvironmentSubsystem::GetDirectionalLightRowName()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnvironmentSubsystem", "GetDirectionalLightRowName");
Params::NoceEnvironmentSubsystem_GetDirectionalLightRowName Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnvironmentSubsystem.GetHeightFogEnemyInSightDistance
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNoceEnvironmentSubsystem::GetHeightFogEnemyInSightDistance()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnvironmentSubsystem", "GetHeightFogEnemyInSightDistance");
Params::NoceEnvironmentSubsystem_GetHeightFogEnemyInSightDistance Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnvironmentSubsystem.GetHeightFogFadeDistance
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNoceEnvironmentSubsystem::GetHeightFogFadeDistance()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnvironmentSubsystem", "GetHeightFogFadeDistance");
Params::NoceEnvironmentSubsystem_GetHeightFogFadeDistance Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnvironmentSubsystem.GetHeightFogRowName
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class FName ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class FName UNoceEnvironmentSubsystem::GetHeightFogRowName()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnvironmentSubsystem", "GetHeightFogRowName");
Params::NoceEnvironmentSubsystem_GetHeightFogRowName Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnvironmentSubsystem.GetOnewayLightControlAlpha
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const class FString& ObjectName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNoceEnvironmentSubsystem::GetOnewayLightControlAlpha(const class FString& ObjectName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnvironmentSubsystem", "GetOnewayLightControlAlpha");
Params::NoceEnvironmentSubsystem_GetOnewayLightControlAlpha Parms{};
Parms.ObjectName = std::move(ObjectName);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnvironmentSubsystem.GetSkyLightRowName
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class FName ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class FName UNoceEnvironmentSubsystem::GetSkyLightRowName()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnvironmentSubsystem", "GetSkyLightRowName");
Params::NoceEnvironmentSubsystem_GetSkyLightRowName Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnvironmentSubsystem.GetSSFSRowName
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class FName ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class FName UNoceEnvironmentSubsystem::GetSSFSRowName()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnvironmentSubsystem", "GetSSFSRowName");
Params::NoceEnvironmentSubsystem_GetSSFSRowName Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnvironmentSubsystem.GetVolumetricFogRowName
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class FName ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class FName UNoceEnvironmentSubsystem::GetVolumetricFogRowName()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnvironmentSubsystem", "GetVolumetricFogRowName");
Params::NoceEnvironmentSubsystem_GetVolumetricFogRowName Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnvironmentSubsystem.GetWindAudioLevel
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UNoceEnvironmentSubsystem::GetWindAudioLevel()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnvironmentSubsystem", "GetWindAudioLevel");
Params::NoceEnvironmentSubsystem_GetWindAudioLevel Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnvironmentSubsystem.HasAnyLanternSetting
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceEnvironmentSubsystem::HasAnyLanternSetting()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnvironmentSubsystem", "HasAnyLanternSetting");
Params::NoceEnvironmentSubsystem_HasAnyLanternSetting Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnvironmentSubsystem.HasOnewayLightControlSaved
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const class FString& ObjectName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceEnvironmentSubsystem::HasOnewayLightControlSaved(const class FString& ObjectName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnvironmentSubsystem", "HasOnewayLightControlSaved");
Params::NoceEnvironmentSubsystem_HasOnewayLightControlSaved Parms{};
Parms.ObjectName = std::move(ObjectName);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnvironmentSubsystem.OnDarknessUpdateEvent
// (Final, Native, Public, HasDefaults)
// Parameters:
// float InAlpha (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FLinearColor& InDarknessColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InEdgeContrast (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InEffectOffset (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceEnvironmentSubsystem::OnDarknessUpdateEvent(float InAlpha, const struct FLinearColor& InDarknessColor, float InEdgeContrast, float InEffectOffset)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnvironmentSubsystem", "OnDarknessUpdateEvent");
Params::NoceEnvironmentSubsystem_OnDarknessUpdateEvent Parms{};
Parms.InAlpha = InAlpha;
Parms.InDarknessColor = std::move(InDarknessColor);
Parms.InEdgeContrast = InEdgeContrast;
Parms.InEffectOffset = InEffectOffset;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnvironmentSubsystem.OnHeightFogUpdateEvent
// (Final, Native, Public)
void UNoceEnvironmentSubsystem::OnHeightFogUpdateEvent()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnvironmentSubsystem", "OnHeightFogUpdateEvent");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnvironmentSubsystem.OnResumeFromSequence
// (Final, Native, Public, BlueprintCallable)
void UNoceEnvironmentSubsystem::OnResumeFromSequence()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnvironmentSubsystem", "OnResumeFromSequence");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnvironmentSubsystem.OnSpecialEnvironmentAdjustChanged
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const class FString& SourceName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& CompStr (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InPriority (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InBlendWeight (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class APostProcessVolume* InPPV (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceEnvironmentSubsystem::OnSpecialEnvironmentAdjustChanged(const class FString& SourceName, const class FString& CompStr, float InPriority, float InBlendWeight, class APostProcessVolume* InPPV)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnvironmentSubsystem", "OnSpecialEnvironmentAdjustChanged");
Params::NoceEnvironmentSubsystem_OnSpecialEnvironmentAdjustChanged Parms{};
Parms.SourceName = std::move(SourceName);
Parms.CompStr = std::move(CompStr);
Parms.InPriority = InPriority;
Parms.InBlendWeight = InBlendWeight;
Parms.InPPV = InPPV;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnvironmentSubsystem.OnWindUpdateEvent
// (Final, Native, Public)
// Parameters:
// float InWindSpeed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 InAudioLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceEnvironmentSubsystem::OnWindUpdateEvent(float InWindSpeed, int32 InAudioLevel)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnvironmentSubsystem", "OnWindUpdateEvent");
Params::NoceEnvironmentSubsystem_OnWindUpdateEvent Parms{};
Parms.InWindSpeed = InWindSpeed;
Parms.InAudioLevel = InAudioLevel;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnvironmentSubsystem.RegisterDarknessMaterial
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UMaterialParameterCollection* InMPC (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceEnvironmentSubsystem::RegisterDarknessMaterial(class UMaterialParameterCollection* InMPC, class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnvironmentSubsystem", "RegisterDarknessMaterial");
Params::NoceEnvironmentSubsystem_RegisterDarknessMaterial Parms{};
Parms.InMPC = InMPC;
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnvironmentSubsystem.RegisterDirectionalLight
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UDirectionalLightComponent* InDL (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceEnvironmentSubsystem::RegisterDirectionalLight(class UDirectionalLightComponent* InDL)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnvironmentSubsystem", "RegisterDirectionalLight");
Params::NoceEnvironmentSubsystem_RegisterDirectionalLight Parms{};
Parms.InDL = InDL;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnvironmentSubsystem.RegisterEmissiveFade
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UMaterialInstanceDynamic* InMI (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* InActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FNoceLightFadeFullSetting& InParam (Parm, NoDestructor, NativeAccessSpecifierPublic)
// bool InUseCPD (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 InEmissiveCPDIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UNoceEnvironmentSubsystem::RegisterEmissiveFade(class UMaterialInstanceDynamic* InMI, class AActor* InActor, const struct FNoceLightFadeFullSetting& InParam, bool InUseCPD, int32 InEmissiveCPDIndex)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnvironmentSubsystem", "RegisterEmissiveFade");
Params::NoceEnvironmentSubsystem_RegisterEmissiveFade Parms{};
Parms.InMI = InMI;
Parms.InActor = InActor;
Parms.InParam = std::move(InParam);
Parms.InUseCPD = InUseCPD;
Parms.InEmissiveCPDIndex = InEmissiveCPDIndex;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnvironmentSubsystem.RegisterLanternLight
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UPointLightComponent* InPL (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ENoceLanternLightType InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceEnvironmentSubsystem::RegisterLanternLight(class UPointLightComponent* InPL, ENoceLanternLightType InType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnvironmentSubsystem", "RegisterLanternLight");
Params::NoceEnvironmentSubsystem_RegisterLanternLight Parms{};
Parms.InPL = InPL;
Parms.InType = InType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnvironmentSubsystem.RegisterLanternNiagara
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UNiagaraComponent* InNC (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceEnvironmentSubsystem::RegisterLanternNiagara(class UNiagaraComponent* InNC)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnvironmentSubsystem", "RegisterLanternNiagara");
Params::NoceEnvironmentSubsystem_RegisterLanternNiagara Parms{};
Parms.InNC = InNC;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnvironmentSubsystem.RegisterLightFade
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class ULocalLightComponent* InLL (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FNoceLightFadeFullSetting& InParam (Parm, NoDestructor, NativeAccessSpecifierPublic)
// bool PossibleConflict (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UNoceEnvironmentSubsystem::RegisterLightFade(class ULocalLightComponent* InLL, const struct FNoceLightFadeFullSetting& InParam, bool PossibleConflict)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnvironmentSubsystem", "RegisterLightFade");
Params::NoceEnvironmentSubsystem_RegisterLightFade Parms{};
Parms.InLL = InLL;
Parms.InParam = std::move(InParam);
Parms.PossibleConflict = PossibleConflict;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnvironmentSubsystem.RegisterNPCLanternLight
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UPointLightComponent* InPL (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceEnvironmentSubsystem::RegisterNPCLanternLight(class UPointLightComponent* InPL)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnvironmentSubsystem", "RegisterNPCLanternLight");
Params::NoceEnvironmentSubsystem_RegisterNPCLanternLight Parms{};
Parms.InPL = InPL;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnvironmentSubsystem.RegisterOnewayLightControl
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const class FString& ObjectName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InAlpha (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceEnvironmentSubsystem::RegisterOnewayLightControl(const class FString& ObjectName, float InAlpha)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnvironmentSubsystem", "RegisterOnewayLightControl");
Params::NoceEnvironmentSubsystem_RegisterOnewayLightControl Parms{};
Parms.ObjectName = std::move(ObjectName);
Parms.InAlpha = InAlpha;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnvironmentSubsystem.RegisterSkyAtmosphere
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class USkyAtmosphereComponent* InSL (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceEnvironmentSubsystem::RegisterSkyAtmosphere(class USkyAtmosphereComponent* InSL)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnvironmentSubsystem", "RegisterSkyAtmosphere");
Params::NoceEnvironmentSubsystem_RegisterSkyAtmosphere Parms{};
Parms.InSL = InSL;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnvironmentSubsystem.RegisterSkyDome
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UMaterialInstanceDynamic* InMI (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* InActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceEnvironmentSubsystem::RegisterSkyDome(class UMaterialInstanceDynamic* InMI, class AActor* InActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnvironmentSubsystem", "RegisterSkyDome");
Params::NoceEnvironmentSubsystem_RegisterSkyDome Parms{};
Parms.InMI = InMI;
Parms.InActor = InActor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnvironmentSubsystem.RegisterSkyLight
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class USkyLightComponent* InSL (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceEnvironmentSubsystem::RegisterSkyLight(class USkyLightComponent* InSL)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnvironmentSubsystem", "RegisterSkyLight");
Params::NoceEnvironmentSubsystem_RegisterSkyLight Parms{};
Parms.InSL = InSL;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnvironmentSubsystem.RegisterSweetLight
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class USpotLightComponent* InSL (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ENoceSweetLightType InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceEnvironmentSubsystem::RegisterSweetLight(class USpotLightComponent* InSL, ENoceSweetLightType InType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnvironmentSubsystem", "RegisterSweetLight");
Params::NoceEnvironmentSubsystem_RegisterSweetLight Parms{};
Parms.InSL = InSL;
Parms.InType = InType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnvironmentSubsystem.RegisterTargetFogComponent
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UExponentialHeightFogComponent* InComp (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceEnvironmentSubsystem::RegisterTargetFogComponent(class UExponentialHeightFogComponent* InComp)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnvironmentSubsystem", "RegisterTargetFogComponent");
Params::NoceEnvironmentSubsystem_RegisterTargetFogComponent Parms{};
Parms.InComp = InComp;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnvironmentSubsystem.RegisterVolumetricFogMaterial
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UStaticMeshComponent* InStaticMesh (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool IsFogTown (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceEnvironmentSubsystem::RegisterVolumetricFogMaterial(class UStaticMeshComponent* InStaticMesh, bool IsFogTown)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnvironmentSubsystem", "RegisterVolumetricFogMaterial");
Params::NoceEnvironmentSubsystem_RegisterVolumetricFogMaterial Parms{};
Parms.InStaticMesh = InStaticMesh;
Parms.IsFogTown = IsFogTown;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnvironmentSubsystem.RegisterWindSource
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UNeoWindComponent* InWind (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceEnvironmentSubsystem::RegisterWindSource(class UNeoWindComponent* InWind)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnvironmentSubsystem", "RegisterWindSource");
Params::NoceEnvironmentSubsystem_RegisterWindSource Parms{};
Parms.InWind = InWind;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnvironmentSubsystem.SetForceUseCameraLocation
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InForce (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceEnvironmentSubsystem::SetForceUseCameraLocation(bool InForce)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnvironmentSubsystem", "SetForceUseCameraLocation");
Params::NoceEnvironmentSubsystem_SetForceUseCameraLocation Parms{};
Parms.InForce = InForce;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnvironmentSubsystem.SetLanternBlending
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName RowName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FNoceSpotLightSetting& InData (Parm, NativeAccessSpecifierPublic)
// float InBlendTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceEnvironmentSubsystem::SetLanternBlending(class FName RowName, const struct FNoceSpotLightSetting& InData, float InBlendTime)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnvironmentSubsystem", "SetLanternBlending");
Params::NoceEnvironmentSubsystem_SetLanternBlending Parms{};
Parms.RowName = RowName;
Parms.InData = std::move(InData);
Parms.InBlendTime = InBlendTime;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnvironmentSubsystem.SetLightFadeDebugDraw
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 InIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool EnableDebugDraw (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceEnvironmentSubsystem::SetLightFadeDebugDraw(int32 InIndex, bool EnableDebugDraw)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnvironmentSubsystem", "SetLightFadeDebugDraw");
Params::NoceEnvironmentSubsystem_SetLightFadeDebugDraw Parms{};
Parms.InIndex = InIndex;
Parms.EnableDebugDraw = EnableDebugDraw;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnvironmentSubsystem.SetLightFadeExtraIntensityAlpha
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 InIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InAlpha (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceEnvironmentSubsystem::SetLightFadeExtraIntensityAlpha(int32 InIndex, float InAlpha)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnvironmentSubsystem", "SetLightFadeExtraIntensityAlpha");
Params::NoceEnvironmentSubsystem_SetLightFadeExtraIntensityAlpha Parms{};
Parms.InIndex = InIndex;
Parms.InAlpha = InAlpha;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnvironmentSubsystem.SetNocePPVBlendWeight
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName TagName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InBlendWeight (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceEnvironmentSubsystem::SetNocePPVBlendWeight(class FName TagName, float InBlendWeight)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnvironmentSubsystem", "SetNocePPVBlendWeight");
Params::NoceEnvironmentSubsystem_SetNocePPVBlendWeight Parms{};
Parms.TagName = TagName;
Parms.InBlendWeight = InBlendWeight;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnvironmentSubsystem.SetNPCLanternExtraColorAlpha
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float InAlpha (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceEnvironmentSubsystem::SetNPCLanternExtraColorAlpha(float InAlpha)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnvironmentSubsystem", "SetNPCLanternExtraColorAlpha");
Params::NoceEnvironmentSubsystem_SetNPCLanternExtraColorAlpha Parms{};
Parms.InAlpha = InAlpha;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnvironmentSubsystem.SetNPCLanternExtraIntensityAlpha
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float InAlpha (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceEnvironmentSubsystem::SetNPCLanternExtraIntensityAlpha(float InAlpha)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnvironmentSubsystem", "SetNPCLanternExtraIntensityAlpha");
Params::NoceEnvironmentSubsystem_SetNPCLanternExtraIntensityAlpha Parms{};
Parms.InAlpha = InAlpha;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnvironmentSubsystem.SetPauseUpdate
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InPauseHandler (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool InPauseFade (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceEnvironmentSubsystem::SetPauseUpdate(bool InPauseHandler, bool InPauseFade)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnvironmentSubsystem", "SetPauseUpdate");
Params::NoceEnvironmentSubsystem_SetPauseUpdate Parms{};
Parms.InPauseHandler = InPauseHandler;
Parms.InPauseFade = InPauseFade;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnvironmentSubsystem.SetPlayerLanternExtraIntensityAlpha
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float InAlpha (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceEnvironmentSubsystem::SetPlayerLanternExtraIntensityAlpha(float InAlpha)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnvironmentSubsystem", "SetPlayerLanternExtraIntensityAlpha");
Params::NoceEnvironmentSubsystem_SetPlayerLanternExtraIntensityAlpha Parms{};
Parms.InAlpha = InAlpha;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnvironmentSubsystem.SetSweetLightExtraIntensityAlpha
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float InAlpha (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceEnvironmentSubsystem::SetSweetLightExtraIntensityAlpha(float InAlpha)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnvironmentSubsystem", "SetSweetLightExtraIntensityAlpha");
Params::NoceEnvironmentSubsystem_SetSweetLightExtraIntensityAlpha Parms{};
Parms.InAlpha = InAlpha;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnvironmentSubsystem.UnregisterDarknessMaterial
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UMaterialParameterCollection* InMPC (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceEnvironmentSubsystem::UnregisterDarknessMaterial(class UMaterialParameterCollection* InMPC)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnvironmentSubsystem", "UnregisterDarknessMaterial");
Params::NoceEnvironmentSubsystem_UnregisterDarknessMaterial Parms{};
Parms.InMPC = InMPC;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnvironmentSubsystem.UnregisterDirectionalLight
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UDirectionalLightComponent* InDL (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceEnvironmentSubsystem::UnregisterDirectionalLight(class UDirectionalLightComponent* InDL)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnvironmentSubsystem", "UnregisterDirectionalLight");
Params::NoceEnvironmentSubsystem_UnregisterDirectionalLight Parms{};
Parms.InDL = InDL;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnvironmentSubsystem.UnregisterEmissiveFade
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 InIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceEnvironmentSubsystem::UnregisterEmissiveFade(int32 InIndex)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnvironmentSubsystem", "UnregisterEmissiveFade");
Params::NoceEnvironmentSubsystem_UnregisterEmissiveFade Parms{};
Parms.InIndex = InIndex;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnvironmentSubsystem.UnregisterLanternLight
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UPointLightComponent* InPL (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ENoceLanternLightType InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceEnvironmentSubsystem::UnregisterLanternLight(class UPointLightComponent* InPL, ENoceLanternLightType InType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnvironmentSubsystem", "UnregisterLanternLight");
Params::NoceEnvironmentSubsystem_UnregisterLanternLight Parms{};
Parms.InPL = InPL;
Parms.InType = InType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnvironmentSubsystem.UnregisterLanternNiagara
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UNiagaraComponent* InNC (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceEnvironmentSubsystem::UnregisterLanternNiagara(class UNiagaraComponent* InNC)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnvironmentSubsystem", "UnregisterLanternNiagara");
Params::NoceEnvironmentSubsystem_UnregisterLanternNiagara Parms{};
Parms.InNC = InNC;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnvironmentSubsystem.UnregisterLightFade
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 InIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceEnvironmentSubsystem::UnregisterLightFade(int32 InIndex)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnvironmentSubsystem", "UnregisterLightFade");
Params::NoceEnvironmentSubsystem_UnregisterLightFade Parms{};
Parms.InIndex = InIndex;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnvironmentSubsystem.UnregisterNPCLanternLight
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UPointLightComponent* InPL (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceEnvironmentSubsystem::UnregisterNPCLanternLight(class UPointLightComponent* InPL)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnvironmentSubsystem", "UnregisterNPCLanternLight");
Params::NoceEnvironmentSubsystem_UnregisterNPCLanternLight Parms{};
Parms.InPL = InPL;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnvironmentSubsystem.UnregisterSkyAtmosphere
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class USkyAtmosphereComponent* InSL (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceEnvironmentSubsystem::UnregisterSkyAtmosphere(class USkyAtmosphereComponent* InSL)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnvironmentSubsystem", "UnregisterSkyAtmosphere");
Params::NoceEnvironmentSubsystem_UnregisterSkyAtmosphere Parms{};
Parms.InSL = InSL;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnvironmentSubsystem.UnregisterSkyDome
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UMaterialInstanceDynamic* InMI (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* InActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceEnvironmentSubsystem::UnregisterSkyDome(class UMaterialInstanceDynamic* InMI, class AActor* InActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnvironmentSubsystem", "UnregisterSkyDome");
Params::NoceEnvironmentSubsystem_UnregisterSkyDome Parms{};
Parms.InMI = InMI;
Parms.InActor = InActor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnvironmentSubsystem.UnregisterSkyLight
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class USkyLightComponent* InSL (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceEnvironmentSubsystem::UnregisterSkyLight(class USkyLightComponent* InSL)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnvironmentSubsystem", "UnregisterSkyLight");
Params::NoceEnvironmentSubsystem_UnregisterSkyLight Parms{};
Parms.InSL = InSL;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnvironmentSubsystem.UnregisterSweetLight
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class USpotLightComponent* InSL (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ENoceSweetLightType InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceEnvironmentSubsystem::UnregisterSweetLight(class USpotLightComponent* InSL, ENoceSweetLightType InType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnvironmentSubsystem", "UnregisterSweetLight");
Params::NoceEnvironmentSubsystem_UnregisterSweetLight Parms{};
Parms.InSL = InSL;
Parms.InType = InType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnvironmentSubsystem.UnregisterTargetFogComponent
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UExponentialHeightFogComponent* InComp (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceEnvironmentSubsystem::UnregisterTargetFogComponent(class UExponentialHeightFogComponent* InComp)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnvironmentSubsystem", "UnregisterTargetFogComponent");
Params::NoceEnvironmentSubsystem_UnregisterTargetFogComponent Parms{};
Parms.InComp = InComp;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnvironmentSubsystem.UnregisterVolumetricFogMaterial
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UStaticMeshComponent* InStaticMesh (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceEnvironmentSubsystem::UnregisterVolumetricFogMaterial(class UStaticMeshComponent* InStaticMesh)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnvironmentSubsystem", "UnregisterVolumetricFogMaterial");
Params::NoceEnvironmentSubsystem_UnregisterVolumetricFogMaterial Parms{};
Parms.InStaticMesh = InStaticMesh;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnvironmentSubsystem.UnregisterWindSource
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UNeoWindComponent* InWind (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceEnvironmentSubsystem::UnregisterWindSource(class UNeoWindComponent* InWind)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnvironmentSubsystem", "UnregisterWindSource");
Params::NoceEnvironmentSubsystem_UnregisterWindSource Parms{};
Parms.InWind = InWind;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnvironmentSubsystem.UpdateHeightFogWeight
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName RowName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InPriority (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& PPVName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InWeight (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceEnvironmentSubsystem::UpdateHeightFogWeight(class FName RowName, float InPriority, const class FString& PPVName, float InWeight)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnvironmentSubsystem", "UpdateHeightFogWeight");
Params::NoceEnvironmentSubsystem_UpdateHeightFogWeight Parms{};
Parms.RowName = RowName;
Parms.InPriority = InPriority;
Parms.PPVName = std::move(PPVName);
Parms.InWeight = InWeight;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnvironmentSubsystem.UpdateSkyLightWeight
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName RowName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InPriority (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& PPVName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InWeight (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceEnvironmentSubsystem::UpdateSkyLightWeight(class FName RowName, float InPriority, const class FString& PPVName, float InWeight)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnvironmentSubsystem", "UpdateSkyLightWeight");
Params::NoceEnvironmentSubsystem_UpdateSkyLightWeight Parms{};
Parms.RowName = RowName;
Parms.InPriority = InPriority;
Parms.PPVName = std::move(PPVName);
Parms.InWeight = InWeight;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnvironmentSubsystem.UpdateSweetLightWeight
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName RowName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InPriority (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ENoceSweetLightType InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& PPVName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InWeight (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceEnvironmentSubsystem::UpdateSweetLightWeight(class FName RowName, float InPriority, ENoceSweetLightType InType, const class FString& PPVName, float InWeight)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnvironmentSubsystem", "UpdateSweetLightWeight");
Params::NoceEnvironmentSubsystem_UpdateSweetLightWeight Parms{};
Parms.RowName = RowName;
Parms.InPriority = InPriority;
Parms.InType = InType;
Parms.PPVName = std::move(PPVName);
Parms.InWeight = InWeight;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnvironmentSubsystem.UpdateVolumeFogWeight
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName RowName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InPriority (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& PPVName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InWeight (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceEnvironmentSubsystem::UpdateVolumeFogWeight(class FName RowName, float InPriority, const class FString& PPVName, float InWeight)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnvironmentSubsystem", "UpdateVolumeFogWeight");
Params::NoceEnvironmentSubsystem_UpdateVolumeFogWeight Parms{};
Parms.RowName = RowName;
Parms.InPriority = InPriority;
Parms.PPVName = std::move(PPVName);
Parms.InWeight = InWeight;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceNPCLookTargetComponent.GetCachedLookTarget
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AActor* UNoceNPCLookTargetComponent::GetCachedLookTarget()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceNPCLookTargetComponent", "GetCachedLookTarget");
Params::NoceNPCLookTargetComponent_GetCachedLookTarget Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceNPCLookTargetComponent.GetEnable
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceNPCLookTargetComponent::GetEnable()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceNPCLookTargetComponent", "GetEnable");
Params::NoceNPCLookTargetComponent_GetEnable Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceNPCLookTargetComponent.GetLookTarget
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AActor* UNoceNPCLookTargetComponent::GetLookTarget()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceNPCLookTargetComponent", "GetLookTarget");
Params::NoceNPCLookTargetComponent_GetLookTarget Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceNPCLookTargetComponent.GetPreviousLookAtLocation
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
struct FVector UNoceNPCLookTargetComponent::GetPreviousLookAtLocation()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceNPCLookTargetComponent", "GetPreviousLookAtLocation");
Params::NoceNPCLookTargetComponent_GetPreviousLookAtLocation Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceNPCLookTargetComponent.SetEnable
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceNPCLookTargetComponent::SetEnable(bool InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceNPCLookTargetComponent", "SetEnable");
Params::NoceNPCLookTargetComponent_SetEnable Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceNPCLookTargetComponent.SetLookTarget
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor* InLookTarget (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceNPCLookTargetComponent::SetLookTarget(class AActor* InLookTarget)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceNPCLookTargetComponent", "SetLookTarget");
Params::NoceNPCLookTargetComponent_SetLookTarget Parms{};
Parms.InLookTarget = InLookTarget;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceNPCLookTargetComponent.SetUseDeadZone
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InAngle (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceNPCLookTargetComponent::SetUseDeadZone(bool InValue, float InAngle)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceNPCLookTargetComponent", "SetUseDeadZone");
Params::NoceNPCLookTargetComponent_SetUseDeadZone Parms{};
Parms.InValue = InValue;
Parms.InAngle = InAngle;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceNPCLookTargetComponent.SetUseMaxLookDistance
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InMaxDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceNPCLookTargetComponent::SetUseMaxLookDistance(bool InValue, float InMaxDistance)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceNPCLookTargetComponent", "SetUseMaxLookDistance");
Params::NoceNPCLookTargetComponent_SetUseMaxLookDistance Parms{};
Parms.InValue = InValue;
Parms.InMaxDistance = InMaxDistance;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceNPCLookTargetComponent.Update
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float DeltaTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceNPCLookTargetComponent::Update(float DeltaTime)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceNPCLookTargetComponent", "Update");
Params::NoceNPCLookTargetComponent_Update Parms{};
Parms.DeltaTime = DeltaTime;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEnvNiagaraActor.IsLoadLoadRecordData
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceEnvNiagaraActor::IsLoadLoadRecordData() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnvNiagaraActor", "IsLoadLoadRecordData");
Params::NoceEnvNiagaraActor_IsLoadLoadRecordData Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceEnvVolumeFogActor.IsLoadLoadRecordData
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceEnvVolumeFogActor::IsLoadLoadRecordData() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEnvVolumeFogActor", "IsLoadLoadRecordData");
Params::NoceEnvVolumeFogActor_IsLoadLoadRecordData Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceOmamoriDrawingSubsystem.DrawOmamori
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// ENoceOmamoriDrawingType* out_Type (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName* out_Name (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceOmamoriDrawingSubsystem::DrawOmamori(ENoceOmamoriDrawingType* out_Type, class FName* out_Name)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceOmamoriDrawingSubsystem", "DrawOmamori");
Params::NoceOmamoriDrawingSubsystem_DrawOmamori Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (out_Type != nullptr)
*out_Type = Parms.out_Type;
if (out_Name != nullptr)
*out_Name = Parms.out_Name;
}
// Function GameNoce.NoceOmamoriDrawingSubsystem.GetRequiredFaith
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UNoceOmamoriDrawingSubsystem::GetRequiredFaith()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceOmamoriDrawingSubsystem", "GetRequiredFaith");
Params::NoceOmamoriDrawingSubsystem_GetRequiredFaith Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceOmamoriDrawingSubsystem.IsOmamoriLeft
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceOmamoriDrawingSubsystem::IsOmamoriLeft()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceOmamoriDrawingSubsystem", "IsOmamoriLeft");
Params::NoceOmamoriDrawingSubsystem_IsOmamoriLeft Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceUIDataTableMappingText.SetTextStyleKey
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 Key (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceUIDataTableMappingText::SetTextStyleKey(int32 Key)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceUIDataTableMappingText", "SetTextStyleKey");
Params::NoceUIDataTableMappingText_SetTextStyleKey Parms{};
Parms.Key = Key;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceExtractAudioDurationTool.WriteAudioDurationToDatatable
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UDataTable* InTable (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName InRowName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ExtractJP (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float duration (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceExtractAudioDurationTool::WriteAudioDurationToDatatable(class UDataTable* InTable, class FName InRowName, bool ExtractJP, float duration)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceExtractAudioDurationTool", "WriteAudioDurationToDatatable");
Params::NoceExtractAudioDurationTool_WriteAudioDurationToDatatable Parms{};
Parms.InTable = InTable;
Parms.InRowName = InRowName;
Parms.ExtractJP = ExtractJP;
Parms.duration = duration;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceNotebookTabWidget.GetCurrentTabType
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// ENoceNotebookType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ENoceNotebookType UNoceNotebookTabWidget::GetCurrentTabType()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceNotebookTabWidget", "GetCurrentTabType");
Params::NoceNotebookTabWidget_GetCurrentTabType Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceNotebookTabWidget.ResetList
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENoceNotebookType DefaultType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceNotebookTabWidget::ResetList(ENoceNotebookType DefaultType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceNotebookTabWidget", "ResetList");
Params::NoceNotebookTabWidget_ResetList Parms{};
Parms.DefaultType = DefaultType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEyeballGroupComponent.CollectEyeballFromChildren
// (Final, Native, Public, BlueprintCallable)
void UNoceEyeballGroupComponent::CollectEyeballFromChildren()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEyeballGroupComponent", "CollectEyeballFromChildren");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEyeballGroupComponent.RegisterEyeball
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor* InActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool FollowPlayer (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceEyeballGroupComponent::RegisterEyeball(class AActor* InActor, bool FollowPlayer)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEyeballGroupComponent", "RegisterEyeball");
Params::NoceEyeballGroupComponent_RegisterEyeball Parms{};
Parms.InActor = InActor;
Parms.FollowPlayer = FollowPlayer;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceEyeballGroupComponent.UnregisterEyeball
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const class AActor* InActor (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceEyeballGroupComponent::UnregisterEyeball(const class AActor* InActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceEyeballGroupComponent", "UnregisterEyeball");
Params::NoceEyeballGroupComponent_UnregisterEyeball Parms{};
Parms.InActor = InActor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFloatIconSubsystem.ClearIconPool
// (Final, Native, Public, BlueprintCallable)
void UNoceFloatIconSubsystem::ClearIconPool()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceFloatIconSubsystem", "ClearIconPool");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFloatIconSubsystem.GetActiveIndicatorVisiblity
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// ESlateVisibility ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ESlateVisibility UNoceFloatIconSubsystem::GetActiveIndicatorVisiblity()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceFloatIconSubsystem", "GetActiveIndicatorVisiblity");
Params::NoceFloatIconSubsystem_GetActiveIndicatorVisiblity Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFloatIconSubsystem.IsShowIndicatorIcon
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceFloatIconSubsystem::IsShowIndicatorIcon()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceFloatIconSubsystem", "IsShowIndicatorIcon");
Params::NoceFloatIconSubsystem_IsShowIndicatorIcon Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFloatIconSubsystem.RequestIndicatorIcon
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class AActor* Owner (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& IndicateLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool IsActive (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceFloatIconSubsystem::RequestIndicatorIcon(class AActor* Owner, const struct FVector& IndicateLocation, bool IsActive)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceFloatIconSubsystem", "RequestIndicatorIcon");
Params::NoceFloatIconSubsystem_RequestIndicatorIcon Parms{};
Parms.Owner = Owner;
Parms.IndicateLocation = std::move(IndicateLocation);
Parms.IsActive = IsActive;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFloatIconSubsystem.RequestInteractIcon
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// class AActor* Owner (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ENoceInteractIconState TargetState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& IconPosition (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FText& PromptText (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
void UNoceFloatIconSubsystem::RequestInteractIcon(class AActor* Owner, ENoceInteractIconState TargetState, const struct FVector& IconPosition, const class FText& PromptText)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceFloatIconSubsystem", "RequestInteractIcon");
Params::NoceFloatIconSubsystem_RequestInteractIcon Parms{};
Parms.Owner = Owner;
Parms.TargetState = TargetState;
Parms.IconPosition = std::move(IconPosition);
Parms.PromptText = std::move(PromptText);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFloatIconSubsystem.SetCanShowInteractIcon
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// bool InCanShow (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceFloatIconSubsystem::SetCanShowInteractIcon(bool InCanShow)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceFloatIconSubsystem", "SetCanShowInteractIcon");
Params::NoceFloatIconSubsystem_SetCanShowInteractIcon Parms{};
Parms.InCanShow = InCanShow;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFloatIconSubsystem.SetDebugCanShowInteractIcon
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// bool InCanShow (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceFloatIconSubsystem::SetDebugCanShowInteractIcon(bool InCanShow)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceFloatIconSubsystem", "SetDebugCanShowInteractIcon");
Params::NoceFloatIconSubsystem_SetDebugCanShowInteractIcon Parms{};
Parms.InCanShow = InCanShow;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFloatIconSubsystem.SetShowIndicatorIcon
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceFloatIconSubsystem::SetShowIndicatorIcon(bool InEnable)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceFloatIconSubsystem", "SetShowIndicatorIcon");
Params::NoceFloatIconSubsystem_SetShowIndicatorIcon Parms{};
Parms.InEnable = InEnable;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceOptionWidgetBase.ResetSettingToDefault
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UGameSetting* Setting (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceOptionWidgetBase::ResetSettingToDefault(class UGameSetting* Setting)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceOptionWidgetBase", "ResetSettingToDefault");
Params::NoceOptionWidgetBase_ResetSettingToDefault Parms{};
Parms.Setting = Setting;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceOptionWidgetBase.SetSetting
// (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UGameSetting* InSetting (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceOptionWidgetBase::SetSetting(class UGameSetting* InSetting, bool* NoUse)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceOptionWidgetBase", "SetSetting");
Params::NoceOptionWidgetBase_SetSetting Parms{};
Parms.InSetting = InSetting;
UObject::ProcessEvent(Func, &Parms);
if (NoUse != nullptr)
*NoUse = Parms.NoUse;
}
// Function GameNoce.NoceOptionWidgetBase.SetSettings
// (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// const TArray<class UGameSetting*>& InSettings (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceOptionWidgetBase::SetSettings(const TArray<class UGameSetting*>& InSettings, bool* NoUse)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceOptionWidgetBase", "SetSettings");
Params::NoceOptionWidgetBase_SetSettings Parms{};
Parms.InSettings = std::move(InSettings);
UObject::ProcessEvent(Func, &Parms);
if (NoUse != nullptr)
*NoUse = Parms.NoUse;
}
// Function GameNoce.NoceOptionWidget.ApplyModifiedKeyBindings
// (Event, Protected, BlueprintCallable, BlueprintEvent)
void UNoceOptionWidget::ApplyModifiedKeyBindings()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceOptionWidget", "ApplyModifiedKeyBindings");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameNoce.NoceOptionWidget.ApplyPendingChanges
// (Final, Native, Protected, BlueprintCallable)
void UNoceOptionWidget::ApplyPendingChanges()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceOptionWidget", "ApplyPendingChanges");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceOptionWidget.CheckChangedAndSave
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// bool Save (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceOptionWidget::CheckChangedAndSave(bool Save)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceOptionWidget", "CheckChangedAndSave");
Params::NoceOptionWidget_CheckChangedAndSave Parms{};
Parms.Save = Save;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceOptionWidget.GetListView
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// class UNoceListView* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UNoceListView* UNoceOptionWidget::GetListView()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceOptionWidget", "GetListView");
Params::NoceOptionWidget_GetListView Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceOptionWidget.GetSetting
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// class FName SettingDevName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UGameSetting* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UGameSetting* UNoceOptionWidget::GetSetting(class FName SettingDevName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceOptionWidget", "GetSetting");
Params::NoceOptionWidget_GetSetting Parms{};
Parms.SettingDevName = SettingDevName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceOptionWidget.HandleKeyBindingModified
// (Final, Native, Protected, BlueprintCallable)
void UNoceOptionWidget::HandleKeyBindingModified()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceOptionWidget", "HandleKeyBindingModified");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceOptionWidget.OnSettingsDirtyStateChanged
// (Native, Event, Protected, BlueprintEvent)
// Parameters:
// bool bSettingsDirty (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceOptionWidget::OnSettingsDirtyStateChanged(bool bSettingsDirty)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceOptionWidget", "OnSettingsDirtyStateChanged");
Params::NoceOptionWidget_OnSettingsDirtyStateChanged Parms{};
Parms.bSettingsDirty = bSettingsDirty;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceOptionWidget.SaveSettings
// (Final, Native, Protected, BlueprintCallable)
void UNoceOptionWidget::SaveSettings()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceOptionWidget", "SaveSettings");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceOptionWidget.SaveSystemSave
// (Event, Protected, BlueprintEvent)
void UNoceOptionWidget::SaveSystemSave()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceOptionWidget", "SaveSystemSave");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameNoce.NoceOptionWidget.SelectSetting
// (Final, Native, Protected, HasOutParams, BlueprintCallable)
// Parameters:
// const class FName& SettingDevName (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceOptionWidget::SelectSetting(const class FName& SettingDevName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceOptionWidget", "SelectSetting");
Params::NoceOptionWidget_SelectSetting Parms{};
Parms.SettingDevName = SettingDevName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceOptionWidget.SelectSettings
// (Final, Native, Protected, HasOutParams, BlueprintCallable)
// Parameters:
// const TArray<class FName>& SettingDevNames (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
void UNoceOptionWidget::SelectSettings(const TArray<class FName>& SettingDevNames)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceOptionWidget", "SelectSettings");
Params::NoceOptionWidget_SelectSettings Parms{};
Parms.SettingDevNames = std::move(SettingDevNames);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceOptionWidget.HaveSettingsBeenChanged
// (Final, Native, Protected, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceOptionWidget::HaveSettingsBeenChanged() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceOptionWidget", "HaveSettingsBeenChanged");
Params::NoceOptionWidget_HaveSettingsBeenChanged Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceUIGameplayTagMappingText.SetTextStyleByKey
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const struct FGameplayTag& Key (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceUIGameplayTagMappingText::SetTextStyleByKey(const struct FGameplayTag& Key)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceUIGameplayTagMappingText", "SetTextStyleByKey");
Params::NoceUIGameplayTagMappingText_SetTextStyleByKey Parms{};
Parms.Key = std::move(Key);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFocusablePage.OnSwitchInCompleted
// (Native, Event, Public, BlueprintCallable, BlueprintEvent)
void UNoceFocusablePage::OnSwitchInCompleted()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceFocusablePage", "OnSwitchInCompleted");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFocusablePage.OnSwitchOutCompleted
// (Native, Event, Public, BlueprintCallable, BlueprintEvent)
void UNoceFocusablePage::OnSwitchOutCompleted()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceFocusablePage", "OnSwitchOutCompleted");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFocusablePage.SwitchIn
// (Final, Native, Public, BlueprintCallable)
void UNoceFocusablePage::SwitchIn()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceFocusablePage", "SwitchIn");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFocusablePage.SwitchOut
// (Final, Native, Public, BlueprintCallable)
void UNoceFocusablePage::SwitchOut()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceFocusablePage", "SwitchOut");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePostProcessAnimInstance.SetupLookAtComponent
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent)
void UNocePostProcessAnimInstance::SetupLookAtComponent()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePostProcessAnimInstance", "SetupLookAtComponent");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePostProcessAnimInstance.UpdateApplyFootIK
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent)
void UNocePostProcessAnimInstance::UpdateApplyFootIK()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePostProcessAnimInstance", "UpdateApplyFootIK");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePostProcessAnimInstance.UpdateApplyLookAtIK
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent)
// Parameters:
// float DeltaTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePostProcessAnimInstance::UpdateApplyLookAtIK(float DeltaTime)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePostProcessAnimInstance", "UpdateApplyLookAtIK");
Params::NocePostProcessAnimInstance_UpdateApplyLookAtIK Parms{};
Parms.DeltaTime = DeltaTime;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePostProcessAnimInstance.UpdateApplyPoseDriverIK
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent)
void UNocePostProcessAnimInstance::UpdateApplyPoseDriverIK()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePostProcessAnimInstance", "UpdateApplyPoseDriverIK");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePostProcessAnimInstance.UpdateFootIK
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent)
// Parameters:
// float DeltaSeconds (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePostProcessAnimInstance::UpdateFootIK(float DeltaSeconds)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePostProcessAnimInstance", "UpdateFootIK");
Params::NocePostProcessAnimInstance_UpdateFootIK Parms{};
Parms.DeltaSeconds = DeltaSeconds;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePostProcessAnimInstance.UpdateRigidbody
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent)
void UNocePostProcessAnimInstance::UpdateRigidbody()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePostProcessAnimInstance", "UpdateRigidbody");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFunctionLibrary.CalculateAngleBetweenVector
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FVector& v1 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& v2 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNoceFunctionLibrary::CalculateAngleBetweenVector(const struct FVector& v1, const struct FVector& v2)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "CalculateAngleBetweenVector");
Params::NoceFunctionLibrary_CalculateAngleBetweenVector Parms{};
Parms.v1 = std::move(v1);
Parms.v2 = std::move(v2);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.CalculateDamageDirectionAngle
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// class AActor* InDamagedActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& InHitPoint (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNoceFunctionLibrary::CalculateDamageDirectionAngle(class AActor* InDamagedActor, const struct FVector& InHitPoint)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "CalculateDamageDirectionAngle");
Params::NoceFunctionLibrary_CalculateDamageDirectionAngle Parms{};
Parms.InDamagedActor = InDamagedActor;
Parms.InHitPoint = std::move(InHitPoint);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.CalculateDirectionAngle2D
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FVector& InForward (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& InCenter (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& InTarget (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNoceFunctionLibrary::CalculateDirectionAngle2D(const struct FVector& InForward, const struct FVector& InCenter, const struct FVector& InTarget)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "CalculateDirectionAngle2D");
Params::NoceFunctionLibrary_CalculateDirectionAngle2D Parms{};
Parms.InForward = std::move(InForward);
Parms.InCenter = std::move(InCenter);
Parms.InTarget = std::move(InTarget);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.CalculateFootIKOffset
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const class UAnimInstance* InAnimInstance (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float DeltaSeconds (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName LeftFootName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName RightFootName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float TraceUpDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float TraceDownDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool UseMaxLeftRightDifference (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float MaxLeftRightDifference (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float MaxAdjustOffset (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InterpSpeed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float* OutLeftFootOffset (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float* OutRightFootOffset (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceFunctionLibrary::CalculateFootIKOffset(const class UAnimInstance* InAnimInstance, float DeltaSeconds, class FName LeftFootName, class FName RightFootName, float TraceUpDistance, float TraceDownDistance, bool UseMaxLeftRightDifference, float MaxLeftRightDifference, float MaxAdjustOffset, float InterpSpeed, float* OutLeftFootOffset, float* OutRightFootOffset)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "CalculateFootIKOffset");
Params::NoceFunctionLibrary_CalculateFootIKOffset Parms{};
Parms.InAnimInstance = InAnimInstance;
Parms.DeltaSeconds = DeltaSeconds;
Parms.LeftFootName = LeftFootName;
Parms.RightFootName = RightFootName;
Parms.TraceUpDistance = TraceUpDistance;
Parms.TraceDownDistance = TraceDownDistance;
Parms.UseMaxLeftRightDifference = UseMaxLeftRightDifference;
Parms.MaxLeftRightDifference = MaxLeftRightDifference;
Parms.MaxAdjustOffset = MaxAdjustOffset;
Parms.InterpSpeed = InterpSpeed;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutLeftFootOffset != nullptr)
*OutLeftFootOffset = Parms.OutLeftFootOffset;
if (OutRightFootOffset != nullptr)
*OutRightFootOffset = Parms.OutRightFootOffset;
}
// Function GameNoce.NoceFunctionLibrary.CalculateNormalFromPoints
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FVector& Point1 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& Point2 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& Point3 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
struct FVector UNoceFunctionLibrary::CalculateNormalFromPoints(const struct FVector& Point1, const struct FVector& Point2, const struct FVector& Point3)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "CalculateNormalFromPoints");
Params::NoceFunctionLibrary_CalculateNormalFromPoints Parms{};
Parms.Point1 = std::move(Point1);
Parms.Point2 = std::move(Point2);
Parms.Point3 = std::move(Point3);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.CalculateStringLineCount
// (Final, Native, Static, Protected, BlueprintCallable)
// Parameters:
// const class FString& InString (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 CharacterPerLine (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UNoceFunctionLibrary::CalculateStringLineCount(const class FString& InString, int32 CharacterPerLine)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "CalculateStringLineCount");
Params::NoceFunctionLibrary_CalculateStringLineCount Parms{};
Parms.InString = std::move(InString);
Parms.CharacterPerLine = CharacterPerLine;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.CalculateStringLineCountByLetterWidth
// (Final, Native, Static, Protected, BlueprintCallable)
// Parameters:
// const class FString& InString (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UNoceFunctionLibrary::CalculateStringLineCountByLetterWidth(const class FString& InString)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "CalculateStringLineCountByLetterWidth");
Params::NoceFunctionLibrary_CalculateStringLineCountByLetterWidth Parms{};
Parms.InString = std::move(InString);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.CapsuleTraceMulti
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& Start (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& End (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float Radius (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float HalfHeight (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FRotator& orientation (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// ETraceTypeQuery TraceChannel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bTraceComplex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const TArray<class AActor*>& ActorsToIgnore (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// EDrawDebugTrace DrawDebugType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<struct FHitResult>* OutHits (Parm, OutParm, ZeroConstructor, ContainsInstancedReference, NativeAccessSpecifierPublic)
// bool bIgnoreSelf (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FLinearColor& TraceColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FLinearColor& TraceHitColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float DrawTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceFunctionLibrary::CapsuleTraceMulti(class UObject* WorldContextObject, const struct FVector& Start, const struct FVector& End, float Radius, float HalfHeight, const struct FRotator& orientation, ETraceTypeQuery TraceChannel, bool bTraceComplex, const TArray<class AActor*>& ActorsToIgnore, EDrawDebugTrace DrawDebugType, TArray<struct FHitResult>* OutHits, bool bIgnoreSelf, const struct FLinearColor& TraceColor, const struct FLinearColor& TraceHitColor, float DrawTime)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "CapsuleTraceMulti");
Params::NoceFunctionLibrary_CapsuleTraceMulti Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.Start = std::move(Start);
Parms.End = std::move(End);
Parms.Radius = Radius;
Parms.HalfHeight = HalfHeight;
Parms.orientation = std::move(orientation);
Parms.TraceChannel = TraceChannel;
Parms.bTraceComplex = bTraceComplex;
Parms.ActorsToIgnore = std::move(ActorsToIgnore);
Parms.DrawDebugType = DrawDebugType;
Parms.bIgnoreSelf = bIgnoreSelf;
Parms.TraceColor = std::move(TraceColor);
Parms.TraceHitColor = std::move(TraceHitColor);
Parms.DrawTime = DrawTime;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutHits != nullptr)
*OutHits = std::move(Parms.OutHits);
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.CapsuleTraceMultiByProfile
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& Start (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& End (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float Radius (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float HalfHeight (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FRotator& orientation (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// class FName ProfileName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bTraceComplex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const TArray<class AActor*>& ActorsToIgnore (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// EDrawDebugTrace DrawDebugType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<struct FHitResult>* OutHits (Parm, OutParm, ZeroConstructor, ContainsInstancedReference, NativeAccessSpecifierPublic)
// bool bIgnoreSelf (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FLinearColor& TraceColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FLinearColor& TraceHitColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float DrawTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceFunctionLibrary::CapsuleTraceMultiByProfile(class UObject* WorldContextObject, const struct FVector& Start, const struct FVector& End, float Radius, float HalfHeight, const struct FRotator& orientation, class FName ProfileName, bool bTraceComplex, const TArray<class AActor*>& ActorsToIgnore, EDrawDebugTrace DrawDebugType, TArray<struct FHitResult>* OutHits, bool bIgnoreSelf, const struct FLinearColor& TraceColor, const struct FLinearColor& TraceHitColor, float DrawTime)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "CapsuleTraceMultiByProfile");
Params::NoceFunctionLibrary_CapsuleTraceMultiByProfile Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.Start = std::move(Start);
Parms.End = std::move(End);
Parms.Radius = Radius;
Parms.HalfHeight = HalfHeight;
Parms.orientation = std::move(orientation);
Parms.ProfileName = ProfileName;
Parms.bTraceComplex = bTraceComplex;
Parms.ActorsToIgnore = std::move(ActorsToIgnore);
Parms.DrawDebugType = DrawDebugType;
Parms.bIgnoreSelf = bIgnoreSelf;
Parms.TraceColor = std::move(TraceColor);
Parms.TraceHitColor = std::move(TraceHitColor);
Parms.DrawTime = DrawTime;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutHits != nullptr)
*OutHits = std::move(Parms.OutHits);
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.CapsuleTraceMultiForObjects
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& Start (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& End (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float Radius (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float HalfHeight (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FRotator& orientation (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// const TArray<EObjectTypeQuery>& ObjectTypes (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// bool bTraceComplex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const TArray<class AActor*>& ActorsToIgnore (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// EDrawDebugTrace DrawDebugType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<struct FHitResult>* OutHits (Parm, OutParm, ZeroConstructor, ContainsInstancedReference, NativeAccessSpecifierPublic)
// bool bIgnoreSelf (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FLinearColor& TraceColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FLinearColor& TraceHitColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float DrawTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceFunctionLibrary::CapsuleTraceMultiForObjects(class UObject* WorldContextObject, const struct FVector& Start, const struct FVector& End, float Radius, float HalfHeight, const struct FRotator& orientation, const TArray<EObjectTypeQuery>& ObjectTypes, bool bTraceComplex, const TArray<class AActor*>& ActorsToIgnore, EDrawDebugTrace DrawDebugType, TArray<struct FHitResult>* OutHits, bool bIgnoreSelf, const struct FLinearColor& TraceColor, const struct FLinearColor& TraceHitColor, float DrawTime)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "CapsuleTraceMultiForObjects");
Params::NoceFunctionLibrary_CapsuleTraceMultiForObjects Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.Start = std::move(Start);
Parms.End = std::move(End);
Parms.Radius = Radius;
Parms.HalfHeight = HalfHeight;
Parms.orientation = std::move(orientation);
Parms.ObjectTypes = std::move(ObjectTypes);
Parms.bTraceComplex = bTraceComplex;
Parms.ActorsToIgnore = std::move(ActorsToIgnore);
Parms.DrawDebugType = DrawDebugType;
Parms.bIgnoreSelf = bIgnoreSelf;
Parms.TraceColor = std::move(TraceColor);
Parms.TraceHitColor = std::move(TraceHitColor);
Parms.DrawTime = DrawTime;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutHits != nullptr)
*OutHits = std::move(Parms.OutHits);
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.CapsuleTraceSingle
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& Start (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& End (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float Radius (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float HalfHeight (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FRotator& orientation (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// ETraceTypeQuery TraceChannel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bTraceComplex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const TArray<class AActor*>& ActorsToIgnore (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// EDrawDebugTrace DrawDebugType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FHitResult* OutHit (Parm, OutParm, IsPlainOldData, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)
// bool bIgnoreSelf (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FLinearColor& TraceColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FLinearColor& TraceHitColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float DrawTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceFunctionLibrary::CapsuleTraceSingle(class UObject* WorldContextObject, const struct FVector& Start, const struct FVector& End, float Radius, float HalfHeight, const struct FRotator& orientation, ETraceTypeQuery TraceChannel, bool bTraceComplex, const TArray<class AActor*>& ActorsToIgnore, EDrawDebugTrace DrawDebugType, struct FHitResult* OutHit, bool bIgnoreSelf, const struct FLinearColor& TraceColor, const struct FLinearColor& TraceHitColor, float DrawTime)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "CapsuleTraceSingle");
Params::NoceFunctionLibrary_CapsuleTraceSingle Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.Start = std::move(Start);
Parms.End = std::move(End);
Parms.Radius = Radius;
Parms.HalfHeight = HalfHeight;
Parms.orientation = std::move(orientation);
Parms.TraceChannel = TraceChannel;
Parms.bTraceComplex = bTraceComplex;
Parms.ActorsToIgnore = std::move(ActorsToIgnore);
Parms.DrawDebugType = DrawDebugType;
Parms.bIgnoreSelf = bIgnoreSelf;
Parms.TraceColor = std::move(TraceColor);
Parms.TraceHitColor = std::move(TraceHitColor);
Parms.DrawTime = DrawTime;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutHit != nullptr)
*OutHit = std::move(Parms.OutHit);
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.CapsuleTraceSingleByProfile
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& Start (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& End (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float Radius (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float HalfHeight (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FRotator& orientation (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// class FName ProfileName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bTraceComplex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const TArray<class AActor*>& ActorsToIgnore (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// EDrawDebugTrace DrawDebugType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FHitResult* OutHit (Parm, OutParm, IsPlainOldData, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)
// bool bIgnoreSelf (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FLinearColor& TraceColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FLinearColor& TraceHitColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float DrawTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceFunctionLibrary::CapsuleTraceSingleByProfile(class UObject* WorldContextObject, const struct FVector& Start, const struct FVector& End, float Radius, float HalfHeight, const struct FRotator& orientation, class FName ProfileName, bool bTraceComplex, const TArray<class AActor*>& ActorsToIgnore, EDrawDebugTrace DrawDebugType, struct FHitResult* OutHit, bool bIgnoreSelf, const struct FLinearColor& TraceColor, const struct FLinearColor& TraceHitColor, float DrawTime)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "CapsuleTraceSingleByProfile");
Params::NoceFunctionLibrary_CapsuleTraceSingleByProfile Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.Start = std::move(Start);
Parms.End = std::move(End);
Parms.Radius = Radius;
Parms.HalfHeight = HalfHeight;
Parms.orientation = std::move(orientation);
Parms.ProfileName = ProfileName;
Parms.bTraceComplex = bTraceComplex;
Parms.ActorsToIgnore = std::move(ActorsToIgnore);
Parms.DrawDebugType = DrawDebugType;
Parms.bIgnoreSelf = bIgnoreSelf;
Parms.TraceColor = std::move(TraceColor);
Parms.TraceHitColor = std::move(TraceHitColor);
Parms.DrawTime = DrawTime;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutHit != nullptr)
*OutHit = std::move(Parms.OutHit);
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.CapsuleTraceSingleForObjects
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& Start (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& End (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float Radius (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float HalfHeight (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FRotator& orientation (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// const TArray<EObjectTypeQuery>& ObjectTypes (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// bool bTraceComplex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const TArray<class AActor*>& ActorsToIgnore (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// EDrawDebugTrace DrawDebugType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FHitResult* OutHit (Parm, OutParm, IsPlainOldData, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)
// bool bIgnoreSelf (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FLinearColor& TraceColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FLinearColor& TraceHitColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float DrawTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceFunctionLibrary::CapsuleTraceSingleForObjects(class UObject* WorldContextObject, const struct FVector& Start, const struct FVector& End, float Radius, float HalfHeight, const struct FRotator& orientation, const TArray<EObjectTypeQuery>& ObjectTypes, bool bTraceComplex, const TArray<class AActor*>& ActorsToIgnore, EDrawDebugTrace DrawDebugType, struct FHitResult* OutHit, bool bIgnoreSelf, const struct FLinearColor& TraceColor, const struct FLinearColor& TraceHitColor, float DrawTime)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "CapsuleTraceSingleForObjects");
Params::NoceFunctionLibrary_CapsuleTraceSingleForObjects Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.Start = std::move(Start);
Parms.End = std::move(End);
Parms.Radius = Radius;
Parms.HalfHeight = HalfHeight;
Parms.orientation = std::move(orientation);
Parms.ObjectTypes = std::move(ObjectTypes);
Parms.bTraceComplex = bTraceComplex;
Parms.ActorsToIgnore = std::move(ActorsToIgnore);
Parms.DrawDebugType = DrawDebugType;
Parms.bIgnoreSelf = bIgnoreSelf;
Parms.TraceColor = std::move(TraceColor);
Parms.TraceHitColor = std::move(TraceHitColor);
Parms.DrawTime = DrawTime;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutHit != nullptr)
*OutHit = std::move(Parms.OutHit);
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.CheckActionLevel
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// ENoceActionLevel InActionLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ActionLevelBitmask (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceFunctionLibrary::CheckActionLevel(ENoceActionLevel InActionLevel, int32 ActionLevelBitmask)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "CheckActionLevel");
Params::NoceFunctionLibrary_CheckActionLevel Parms{};
Parms.InActionLevel = InActionLevel;
Parms.ActionLevelBitmask = ActionLevelBitmask;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.CheckDefiniteEndingType
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ENoceEndingType EndingType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceFunctionLibrary::CheckDefiniteEndingType(class UObject* WorldContextObject, ENoceEndingType EndingType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "CheckDefiniteEndingType");
Params::NoceFunctionLibrary_CheckDefiniteEndingType Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.EndingType = EndingType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.CheckGameActionLevel
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ActionLevelBitmask (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceFunctionLibrary::CheckGameActionLevel(class UObject* WorldContextObject, int32 ActionLevelBitmask)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "CheckGameActionLevel");
Params::NoceFunctionLibrary_CheckGameActionLevel Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.ActionLevelBitmask = ActionLevelBitmask;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.CheckGameActionLevelChill
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ActionLevelBitmask (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceFunctionLibrary::CheckGameActionLevelChill(class UObject* WorldContextObject, int32 ActionLevelBitmask)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "CheckGameActionLevelChill");
Params::NoceFunctionLibrary_CheckGameActionLevelChill Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.ActionLevelBitmask = ActionLevelBitmask;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.CheckGameRiddleLevel
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 RiddleLevelBitmask (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceFunctionLibrary::CheckGameRiddleLevel(class UObject* WorldContextObject, int32 RiddleLevelBitmask)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "CheckGameRiddleLevel");
Params::NoceFunctionLibrary_CheckGameRiddleLevel Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.RiddleLevelBitmask = RiddleLevelBitmask;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.CheckGameRound
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 GameRoundBitmask (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceFunctionLibrary::CheckGameRound(class UObject* WorldContextObject, int32 GameRoundBitmask)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "CheckGameRound");
Params::NoceFunctionLibrary_CheckGameRound Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.GameRoundBitmask = GameRoundBitmask;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.CheckOnSlope
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& InMeshLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const TArray<EObjectTypeQuery>& InSlopeDetectObjectTypes (Parm, ZeroConstructor, NativeAccessSpecifierPublic)
// ECollisionChannel InPawnChannel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool InDebugLog (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool* OutIsOnStair (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ECollisionChannel* OutObjectType (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector* OutHitLocation (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector* OutHitNormal (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceFunctionLibrary::CheckOnSlope(class UObject* WorldContextObject, const struct FVector& InMeshLocation, const TArray<EObjectTypeQuery>& InSlopeDetectObjectTypes, ECollisionChannel InPawnChannel, bool InDebugLog, bool* OutIsOnStair, ECollisionChannel* OutObjectType, struct FVector* OutHitLocation, struct FVector* OutHitNormal)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "CheckOnSlope");
Params::NoceFunctionLibrary_CheckOnSlope Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.InMeshLocation = std::move(InMeshLocation);
Parms.InSlopeDetectObjectTypes = std::move(InSlopeDetectObjectTypes);
Parms.InPawnChannel = InPawnChannel;
Parms.InDebugLog = InDebugLog;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutIsOnStair != nullptr)
*OutIsOnStair = Parms.OutIsOnStair;
if (OutObjectType != nullptr)
*OutObjectType = Parms.OutObjectType;
if (OutHitLocation != nullptr)
*OutHitLocation = std::move(Parms.OutHitLocation);
if (OutHitNormal != nullptr)
*OutHitNormal = std::move(Parms.OutHitNormal);
}
// Function GameNoce.NoceFunctionLibrary.CheckPlayGoDownloadProgress
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayTag& InProgressTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool IsAnyEndingCleared (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceFunctionLibrary::CheckPlayGoDownloadProgress(class UObject* WorldContextObject, const struct FGameplayTag& InProgressTag, bool IsAnyEndingCleared)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "CheckPlayGoDownloadProgress");
Params::NoceFunctionLibrary_CheckPlayGoDownloadProgress Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.InProgressTag = std::move(InProgressTag);
Parms.IsAnyEndingCleared = IsAnyEndingCleared;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.CheckRiddleLevel
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// ENoceRiddleLevel InRiddleLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 RiddleLevelBitmask (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceFunctionLibrary::CheckRiddleLevel(ENoceRiddleLevel InRiddleLevel, int32 RiddleLevelBitmask)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "CheckRiddleLevel");
Params::NoceFunctionLibrary_CheckRiddleLevel Parms{};
Parms.InRiddleLevel = InRiddleLevel;
Parms.RiddleLevelBitmask = RiddleLevelBitmask;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.CheckRound
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// ENoceRoundType InRoundType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 GameRoundBitmask (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceFunctionLibrary::CheckRound(ENoceRoundType InRoundType, int32 GameRoundBitmask)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "CheckRound");
Params::NoceFunctionLibrary_CheckRound Parms{};
Parms.InRoundType = InRoundType;
Parms.GameRoundBitmask = GameRoundBitmask;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.CheckStoryEndingBranch
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 EndingBitmask (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceFunctionLibrary::CheckStoryEndingBranch(class UObject* WorldContextObject, int32 EndingBitmask)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "CheckStoryEndingBranch");
Params::NoceFunctionLibrary_CheckStoryEndingBranch Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.EndingBitmask = EndingBitmask;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.ClampLookAtLocation
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// class AActor* InTargetActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName InSpineSocketName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& InLookAtLocation (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& InTargetHeadLocation (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InLengthRange (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InPitchRange (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InYawRange (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool InDebugDraw (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
struct FVector UNoceFunctionLibrary::ClampLookAtLocation(class AActor* InTargetActor, class FName InSpineSocketName, const struct FVector& InLookAtLocation, const struct FVector& InTargetHeadLocation, float InLengthRange, float InPitchRange, float InYawRange, bool InDebugDraw)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "ClampLookAtLocation");
Params::NoceFunctionLibrary_ClampLookAtLocation Parms{};
Parms.InTargetActor = InTargetActor;
Parms.InSpineSocketName = InSpineSocketName;
Parms.InLookAtLocation = std::move(InLookAtLocation);
Parms.InTargetHeadLocation = std::move(InTargetHeadLocation);
Parms.InLengthRange = InLengthRange;
Parms.InPitchRange = InPitchRange;
Parms.InYawRange = InYawRange;
Parms.InDebugDraw = InDebugDraw;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.ClearMotionVector
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class ANoceCharacter* InChar (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceFunctionLibrary::ClearMotionVector(class ANoceCharacter* InChar)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "ClearMotionVector");
Params::NoceFunctionLibrary_ClearMotionVector Parms{};
Parms.InChar = InChar;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFunctionLibrary.CloneActor
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class AActor* InputActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName ActorName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AActor* UNoceFunctionLibrary::CloneActor(class AActor* InputActor, class FName ActorName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "CloneActor");
Params::NoceFunctionLibrary_CloneActor Parms{};
Parms.InputActor = InputActor;
Parms.ActorName = ActorName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.ComputeInputAngle
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InInputForward (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InInputRight (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNoceFunctionLibrary::ComputeInputAngle(class UObject* WorldContextObject, float InInputForward, float InInputRight)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "ComputeInputAngle");
Params::NoceFunctionLibrary_ComputeInputAngle Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.InInputForward = InInputForward;
Parms.InInputRight = InInputRight;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.ComputeStairAngle
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// class ACharacter* InCharcter (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& InHitNrmal (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNoceFunctionLibrary::ComputeStairAngle(class ACharacter* InCharcter, const struct FVector& InHitNrmal)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "ComputeStairAngle");
Params::NoceFunctionLibrary_ComputeStairAngle Parms{};
Parms.InCharcter = InCharcter;
Parms.InHitNrmal = std::move(InHitNrmal);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.CorrectActorRotation_Direct
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class AActor* InActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceFunctionLibrary::CorrectActorRotation_Direct(class AActor* InActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "CorrectActorRotation_Direct");
Params::NoceFunctionLibrary_CorrectActorRotation_Direct Parms{};
Parms.InActor = InActor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFunctionLibrary.DeactivateNiagara
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UNiagaraComponent* InNiagaraComponent (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool InDetachFromComponent (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceFunctionLibrary::DeactivateNiagara(class UNiagaraComponent* InNiagaraComponent, bool InDetachFromComponent)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "DeactivateNiagara");
Params::NoceFunctionLibrary_DeactivateNiagara Parms{};
Parms.InNiagaraComponent = InNiagaraComponent;
Parms.InDetachFromComponent = InDetachFromComponent;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFunctionLibrary.DelayDestroyActors
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// const TArray<class AActor*>& InData (Parm, ZeroConstructor, NativeAccessSpecifierPublic)
// float InDelaySeconds (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceFunctionLibrary::DelayDestroyActors(const TArray<class AActor*>& InData, float InDelaySeconds, const class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "DelayDestroyActors");
Params::NoceFunctionLibrary_DelayDestroyActors Parms{};
Parms.InData = std::move(InData);
Parms.InDelaySeconds = InDelaySeconds;
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFunctionLibrary.DrawCircleArc
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& Center (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float Radius (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& Direction (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float Degree (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 Segments (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FLinearColor& LineColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool PersistentLines (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float Lifetime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// uint8 DepthPriority (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float Thickness (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceFunctionLibrary::DrawCircleArc(class UObject* WorldContextObject, const struct FVector& Center, float Radius, const struct FVector& Direction, float Degree, int32 Segments, const struct FLinearColor& LineColor, bool PersistentLines, float Lifetime, uint8 DepthPriority, float Thickness)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "DrawCircleArc");
Params::NoceFunctionLibrary_DrawCircleArc Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.Center = std::move(Center);
Parms.Radius = Radius;
Parms.Direction = std::move(Direction);
Parms.Degree = Degree;
Parms.Segments = Segments;
Parms.LineColor = std::move(LineColor);
Parms.PersistentLines = PersistentLines;
Parms.Lifetime = Lifetime;
Parms.DepthPriority = DepthPriority;
Parms.Thickness = Thickness;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFunctionLibrary.DrawDebugArrowShift
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& Start (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& End (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FLinearColor& LineColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ArrowSize (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float Offset (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float duration (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float Thinkness (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceFunctionLibrary::DrawDebugArrowShift(class UObject* WorldContextObject, const struct FVector& Start, const struct FVector& End, const struct FLinearColor& LineColor, float ArrowSize, float Offset, float duration, float Thinkness)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "DrawDebugArrowShift");
Params::NoceFunctionLibrary_DrawDebugArrowShift Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.Start = std::move(Start);
Parms.End = std::move(End);
Parms.LineColor = std::move(LineColor);
Parms.ArrowSize = ArrowSize;
Parms.Offset = Offset;
Parms.duration = duration;
Parms.Thinkness = Thinkness;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFunctionLibrary.DrawDebugFan
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& Origi (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& Direction (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float MinRadius (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float MaxRadius (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float Degree (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 Segments (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FLinearColor& LineColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float Lifetime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// uint8 DepthPriority (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float Thickness (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceFunctionLibrary::DrawDebugFan(class UObject* WorldContextObject, const struct FVector& Origi, const struct FVector& Direction, float MinRadius, float MaxRadius, float Degree, int32 Segments, const struct FLinearColor& LineColor, float Lifetime, uint8 DepthPriority, float Thickness)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "DrawDebugFan");
Params::NoceFunctionLibrary_DrawDebugFan Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.Origi = std::move(Origi);
Parms.Direction = std::move(Direction);
Parms.MinRadius = MinRadius;
Parms.MaxRadius = MaxRadius;
Parms.Degree = Degree;
Parms.Segments = Segments;
Parms.LineColor = std::move(LineColor);
Parms.Lifetime = Lifetime;
Parms.DepthPriority = DepthPriority;
Parms.Thickness = Thickness;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFunctionLibrary.DrawDebugFanByCenter
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& Origi (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& Center (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float FrontDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float BackDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float Angle (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FLinearColor& LineColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float Lifetime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// uint8 DepthPriority (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float Thickness (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceFunctionLibrary::DrawDebugFanByCenter(class UObject* WorldContextObject, const struct FVector& Origi, const struct FVector& Center, float FrontDistance, float BackDistance, float Angle, const struct FLinearColor& LineColor, float Lifetime, uint8 DepthPriority, float Thickness)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "DrawDebugFanByCenter");
Params::NoceFunctionLibrary_DrawDebugFanByCenter Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.Origi = std::move(Origi);
Parms.Center = std::move(Center);
Parms.FrontDistance = FrontDistance;
Parms.BackDistance = BackDistance;
Parms.Angle = Angle;
Parms.LineColor = std::move(LineColor);
Parms.Lifetime = Lifetime;
Parms.DepthPriority = DepthPriority;
Parms.Thickness = Thickness;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFunctionLibrary.EnableMaterialSlots
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// bool bEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class USkeletalMeshComponent* InComp (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const TArray<class FName>& InMatSlotNames (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
void UNoceFunctionLibrary::EnableMaterialSlots(bool bEnable, class USkeletalMeshComponent* InComp, const TArray<class FName>& InMatSlotNames)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "EnableMaterialSlots");
Params::NoceFunctionLibrary_EnableMaterialSlots Parms{};
Parms.bEnable = bEnable;
Parms.InComp = InComp;
Parms.InMatSlotNames = std::move(InMatSlotNames);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFunctionLibrary.Equal_ActorRecord
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FNoceActorRecord& A (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// const class UObject* B (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceFunctionLibrary::Equal_ActorRecord(const struct FNoceActorRecord& A, const class UObject* B)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "Equal_ActorRecord");
Params::NoceFunctionLibrary_Equal_ActorRecord Parms{};
Parms.A = std::move(A);
Parms.B = B;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.Equal_Record
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FNoceObjectRecord& A (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// const class UObject* B (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceFunctionLibrary::Equal_Record(const struct FNoceObjectRecord& A, const class UObject* B)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "Equal_Record");
Params::NoceFunctionLibrary_Equal_Record Parms{};
Parms.A = std::move(A);
Parms.B = B;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.ExecuteConsoleCmdFromSeqData
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FNoceSeqData& InData (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
void UNoceFunctionLibrary::ExecuteConsoleCmdFromSeqData(const struct FNoceSeqData& InData)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "ExecuteConsoleCmdFromSeqData");
Params::NoceFunctionLibrary_ExecuteConsoleCmdFromSeqData Parms{};
Parms.InData = std::move(InData);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFunctionLibrary.ExecuteConsoleCommandWithTag
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const class FString& Command (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& Param (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FName& InTagName (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceFunctionLibrary::ExecuteConsoleCommandWithTag(const class FString& Command, const class FString& Param, const class FName& InTagName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "ExecuteConsoleCommandWithTag");
Params::NoceFunctionLibrary_ExecuteConsoleCommandWithTag Parms{};
Parms.Command = std::move(Command);
Parms.Param = std::move(Param);
Parms.InTagName = InTagName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFunctionLibrary.ExecuteSeqDataCmdWithTagForHighSpec
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const class FString& Command (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FNoceSeqDataCmd& InData (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
// const class FName& InTagName (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceFunctionLibrary::ExecuteSeqDataCmdWithTagForHighSpec(const class FString& Command, const struct FNoceSeqDataCmd& InData, const class FName& InTagName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "ExecuteSeqDataCmdWithTagForHighSpec");
Params::NoceFunctionLibrary_ExecuteSeqDataCmdWithTagForHighSpec Parms{};
Parms.Command = std::move(Command);
Parms.InData = std::move(InData);
Parms.InTagName = InTagName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFunctionLibrary.ForceClothNextUpdateTeleport
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class ANoceCharacter* InCharacter (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceFunctionLibrary::ForceClothNextUpdateTeleport(class ANoceCharacter* InCharacter)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "ForceClothNextUpdateTeleport");
Params::NoceFunctionLibrary_ForceClothNextUpdateTeleport Parms{};
Parms.InCharacter = InCharacter;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFunctionLibrary.ForceStopSlotAnimation
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UAnimInstance* InAnimInstance (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InBlendOutTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName SlotNodeName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceFunctionLibrary::ForceStopSlotAnimation(class UAnimInstance* InAnimInstance, float InBlendOutTime, class FName SlotNodeName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "ForceStopSlotAnimation");
Params::NoceFunctionLibrary_ForceStopSlotAnimation Parms{};
Parms.InAnimInstance = InAnimInstance;
Parms.InBlendOutTime = InBlendOutTime;
Parms.SlotNodeName = SlotNodeName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFunctionLibrary.GenerateRandomForceVector_Hatcher100
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FNoceRandomForceVectorData&InData (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
// float InTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float DeltaTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& Direction (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& DirectionOffset (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<struct FVector>& OutRandomVectorStorage_Previous (Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// TArray<struct FVector>& OutRandomVectorStorage_Next (Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// TArray<struct FVector>& OutRandomVectorStorage_LocalTimer (Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
struct FVector UNoceFunctionLibrary::GenerateRandomForceVector_Hatcher100(const struct FNoceRandomForceVectorData& InData, float InTime, float DeltaTime, const struct FVector& Direction, const struct FVector& DirectionOffset, TArray<struct FVector>& OutRandomVectorStorage_Previous, TArray<struct FVector>& OutRandomVectorStorage_Next, TArray<struct FVector>& OutRandomVectorStorage_LocalTimer)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GenerateRandomForceVector_Hatcher100");
Params::NoceFunctionLibrary_GenerateRandomForceVector_Hatcher100 Parms{};
Parms.InData = std::move(InData);
Parms.InTime = InTime;
Parms.DeltaTime = DeltaTime;
Parms.Direction = std::move(Direction);
Parms.DirectionOffset = std::move(DirectionOffset);
Parms.OutRandomVectorStorage_Previous = std::move(OutRandomVectorStorage_Previous);
Parms.OutRandomVectorStorage_Next = std::move(OutRandomVectorStorage_Next);
Parms.OutRandomVectorStorage_LocalTimer = std::move(OutRandomVectorStorage_LocalTimer);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
OutRandomVectorStorage_Previous = std::move(Parms.OutRandomVectorStorage_Previous);
OutRandomVectorStorage_Next = std::move(Parms.OutRandomVectorStorage_Next);
OutRandomVectorStorage_LocalTimer = std::move(Parms.OutRandomVectorStorage_LocalTimer);
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.GenerateRandomForceVector_TsukumoBody
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FNoceRandomForceVectorData&InData (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
// float InTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float DeltaTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& Direction (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& DirectionOffset (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<struct FVector>& OutRandomVectorStorage_Previous (Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// TArray<struct FVector>& OutRandomVectorStorage_Next (Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// TArray<struct FVector>& OutRandomVectorStorage_LocalTimer (Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
struct FVector UNoceFunctionLibrary::GenerateRandomForceVector_TsukumoBody(const struct FNoceRandomForceVectorData& InData, float InTime, float DeltaTime, const struct FVector& Direction, const struct FVector& DirectionOffset, TArray<struct FVector>& OutRandomVectorStorage_Previous, TArray<struct FVector>& OutRandomVectorStorage_Next, TArray<struct FVector>& OutRandomVectorStorage_LocalTimer)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GenerateRandomForceVector_TsukumoBody");
Params::NoceFunctionLibrary_GenerateRandomForceVector_TsukumoBody Parms{};
Parms.InData = std::move(InData);
Parms.InTime = InTime;
Parms.DeltaTime = DeltaTime;
Parms.Direction = std::move(Direction);
Parms.DirectionOffset = std::move(DirectionOffset);
Parms.OutRandomVectorStorage_Previous = std::move(OutRandomVectorStorage_Previous);
Parms.OutRandomVectorStorage_Next = std::move(OutRandomVectorStorage_Next);
Parms.OutRandomVectorStorage_LocalTimer = std::move(OutRandomVectorStorage_LocalTimer);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
OutRandomVectorStorage_Previous = std::move(Parms.OutRandomVectorStorage_Previous);
OutRandomVectorStorage_Next = std::move(Parms.OutRandomVectorStorage_Next);
OutRandomVectorStorage_LocalTimer = std::move(Parms.OutRandomVectorStorage_LocalTimer);
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.GenerateRandomForceVector_TsukumoHair
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FNoceRandomForceVectorData&InData (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
// float InTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float DeltaTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& Direction (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& DirectionOffset (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<struct FVector>& OutRandomVectorStorage_Previous (Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// TArray<struct FVector>& OutRandomVectorStorage_Next (Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// TArray<struct FVector>& OutRandomVectorStorage_LocalTimer (Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
struct FVector UNoceFunctionLibrary::GenerateRandomForceVector_TsukumoHair(const struct FNoceRandomForceVectorData& InData, float InTime, float DeltaTime, const struct FVector& Direction, const struct FVector& DirectionOffset, TArray<struct FVector>& OutRandomVectorStorage_Previous, TArray<struct FVector>& OutRandomVectorStorage_Next, TArray<struct FVector>& OutRandomVectorStorage_LocalTimer)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GenerateRandomForceVector_TsukumoHair");
Params::NoceFunctionLibrary_GenerateRandomForceVector_TsukumoHair Parms{};
Parms.InData = std::move(InData);
Parms.InTime = InTime;
Parms.DeltaTime = DeltaTime;
Parms.Direction = std::move(Direction);
Parms.DirectionOffset = std::move(DirectionOffset);
Parms.OutRandomVectorStorage_Previous = std::move(OutRandomVectorStorage_Previous);
Parms.OutRandomVectorStorage_Next = std::move(OutRandomVectorStorage_Next);
Parms.OutRandomVectorStorage_LocalTimer = std::move(OutRandomVectorStorage_LocalTimer);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
OutRandomVectorStorage_Previous = std::move(Parms.OutRandomVectorStorage_Previous);
OutRandomVectorStorage_Next = std::move(Parms.OutRandomVectorStorage_Next);
OutRandomVectorStorage_LocalTimer = std::move(Parms.OutRandomVectorStorage_LocalTimer);
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.GetAllRoundSequenceNames
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// ENoceRoundType RoundType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class FName> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class FName> UNoceFunctionLibrary::GetAllRoundSequenceNames(ENoceRoundType RoundType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetAllRoundSequenceNames");
Params::NoceFunctionLibrary_GetAllRoundSequenceNames Parms{};
Parms.RoundType = RoundType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.GetAssetName
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// TSoftObjectPtr<class UObject> Obj (Parm, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class FString UNoceFunctionLibrary::GetAssetName(TSoftObjectPtr<class UObject> Obj)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetAssetName");
Params::NoceFunctionLibrary_GetAssetName Parms{};
Parms.Obj = Obj;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.GetBinkUrlWithOutfitSuffix
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* InWorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& InURL (ConstParm, Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class FString UNoceFunctionLibrary::GetBinkUrlWithOutfitSuffix(class UObject* InWorldContextObject, const class FString& InURL)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetBinkUrlWithOutfitSuffix");
Params::NoceFunctionLibrary_GetBinkUrlWithOutfitSuffix Parms{};
Parms.InWorldContextObject = InWorldContextObject;
Parms.InURL = std::move(InURL);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.GetBPCDOMeshComponents
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UClass* InActorClass (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class UMeshComponent*>* OutArray (Parm, OutParm, ZeroConstructor, ContainsInstancedReference, NativeAccessSpecifierPublic)
void UNoceFunctionLibrary::GetBPCDOMeshComponents(class UClass* InActorClass, TArray<class UMeshComponent*>* OutArray)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetBPCDOMeshComponents");
Params::NoceFunctionLibrary_GetBPCDOMeshComponents Parms{};
Parms.InActorClass = InActorClass;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutArray != nullptr)
*OutArray = std::move(Parms.OutArray);
}
// Function GameNoce.NoceFunctionLibrary.GetCharacterSlopeAngle
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// class ACharacter* Character (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const TArray<EObjectTypeQuery>& ObjectTypes (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// float SizeRatio (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool DebugDraw (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNoceFunctionLibrary::GetCharacterSlopeAngle(class ACharacter* Character, const TArray<EObjectTypeQuery>& ObjectTypes, float SizeRatio, bool DebugDraw)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetCharacterSlopeAngle");
Params::NoceFunctionLibrary_GetCharacterSlopeAngle Parms{};
Parms.Character = Character;
Parms.ObjectTypes = std::move(ObjectTypes);
Parms.SizeRatio = SizeRatio;
Parms.DebugDraw = DebugDraw;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.GetCineEventUserTypeFromString
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// const class FString& InStr (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ENoceCineEventUserType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ENoceCineEventUserType UNoceFunctionLibrary::GetCineEventUserTypeFromString(const class FString& InStr)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetCineEventUserTypeFromString");
Params::NoceFunctionLibrary_GetCineEventUserTypeFromString Parms{};
Parms.InStr = std::move(InStr);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.GetClassFromAssetData
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// const struct FAssetData& InAssetData (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UClass* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UClass* UNoceFunctionLibrary::GetClassFromAssetData(const struct FAssetData& InAssetData)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetClassFromAssetData");
Params::NoceFunctionLibrary_GetClassFromAssetData Parms{};
Parms.InAssetData = std::move(InAssetData);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.GetCompCollisionType
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UPrimitiveComponent* InComp (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ECollisionEnabled ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ECollisionEnabled UNoceFunctionLibrary::GetCompCollisionType(class UPrimitiveComponent* InComp)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetCompCollisionType");
Params::NoceFunctionLibrary_GetCompCollisionType Parms{};
Parms.InComp = InComp;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.GetCurrentChapterName
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class FString UNoceFunctionLibrary::GetCurrentChapterName(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetCurrentChapterName");
Params::NoceFunctionLibrary_GetCurrentChapterName Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.GetCurrentDefiniteEnding
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ENoceEndingType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ENoceEndingType UNoceFunctionLibrary::GetCurrentDefiniteEnding(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetCurrentDefiniteEnding");
Params::NoceFunctionLibrary_GetCurrentDefiniteEnding Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.GetCurrentEndingBranch
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ENoceEndingType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ENoceEndingType UNoceFunctionLibrary::GetCurrentEndingBranch(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetCurrentEndingBranch");
Params::NoceFunctionLibrary_GetCurrentEndingBranch Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.GetCurrentProgress
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTag ReturnValue (Parm, OutParm, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
struct FGameplayTag UNoceFunctionLibrary::GetCurrentProgress(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetCurrentProgress");
Params::NoceFunctionLibrary_GetCurrentProgress Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.GetCVarCurrentValue
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// const class FString& InCVarName (ConstParm, Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class FString UNoceFunctionLibrary::GetCVarCurrentValue(const class FString& InCVarName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetCVarCurrentValue");
Params::NoceFunctionLibrary_GetCVarCurrentValue Parms{};
Parms.InCVarName = std::move(InCVarName);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.GetDependencySoftObjPtr
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class ULevelSequence* InSeq (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSubclassOf<class UObject> InClass (Parm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<TSoftObjectPtr<class UObject>> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, UObjectWrapper, NativeAccessSpecifierPublic)
TArray<TSoftObjectPtr<class UObject>> UNoceFunctionLibrary::GetDependencySoftObjPtr(class ULevelSequence* InSeq, TSubclassOf<class UObject> InClass)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetDependencySoftObjPtr");
Params::NoceFunctionLibrary_GetDependencySoftObjPtr Parms{};
Parms.InSeq = InSeq;
Parms.InClass = InClass;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.GetDiffDegree
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FVector& AnchorFoward (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& Direction (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNoceFunctionLibrary::GetDiffDegree(const struct FVector& AnchorFoward, const struct FVector& Direction)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetDiffDegree");
Params::NoceFunctionLibrary_GetDiffDegree Parms{};
Parms.AnchorFoward = std::move(AnchorFoward);
Parms.Direction = std::move(Direction);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.GetForwardDiffDegree
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// class AActor* Anchor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& Check (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNoceFunctionLibrary::GetForwardDiffDegree(class AActor* Anchor, const struct FVector& Check)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetForwardDiffDegree");
Params::NoceFunctionLibrary_GetForwardDiffDegree Parms{};
Parms.Anchor = Anchor;
Parms.Check = std::move(Check);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.GetGameActionLevel
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ENoceActionLevel ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ENoceActionLevel UNoceFunctionLibrary::GetGameActionLevel(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetGameActionLevel");
Params::NoceFunctionLibrary_GetGameActionLevel Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.GetGameRiddleLevel
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ENoceRiddleLevel ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ENoceRiddleLevel UNoceFunctionLibrary::GetGameRiddleLevel(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetGameRiddleLevel");
Params::NoceFunctionLibrary_GetGameRiddleLevel Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.GetGameRound
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ENoceRoundType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ENoceRoundType UNoceFunctionLibrary::GetGameRound(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetGameRound");
Params::NoceFunctionLibrary_GetGameRound Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.GetGlobalTimeDilationMultiplier
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNoceFunctionLibrary::GetGlobalTimeDilationMultiplier(const class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetGlobalTimeDilationMultiplier");
Params::NoceFunctionLibrary_GetGlobalTimeDilationMultiplier Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.GetHitReactionFourWay
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InAngel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ENoceHitReactionFourWayType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ENoceHitReactionFourWayType UNoceFunctionLibrary::GetHitReactionFourWay(class UObject* WorldContextObject, float InAngel)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetHitReactionFourWay");
Params::NoceFunctionLibrary_GetHitReactionFourWay Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.InAngel = InAngel;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.GetHitReactionTwoWay
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InAngel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ENoceHitReactionTwoWayType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ENoceHitReactionTwoWayType UNoceFunctionLibrary::GetHitReactionTwoWay(class UObject* WorldContextObject, float InAngel)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetHitReactionTwoWay");
Params::NoceFunctionLibrary_GetHitReactionTwoWay Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.InAngel = InAngel;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.GetInputMappingVectorFromCameraRotate
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// const struct FRotator& InCameraRotator (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// float InInputForward (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InInputRight (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
struct FVector UNoceFunctionLibrary::GetInputMappingVectorFromCameraRotate(const struct FRotator& InCameraRotator, float InInputForward, float InInputRight)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetInputMappingVectorFromCameraRotate");
Params::NoceFunctionLibrary_GetInputMappingVectorFromCameraRotate Parms{};
Parms.InCameraRotator = std::move(InCameraRotator);
Parms.InInputForward = InInputForward;
Parms.InInputRight = InInputRight;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.GetMediaName
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UMediaPlayer* MediaPlayer (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class FName UNoceFunctionLibrary::GetMediaName(class UMediaPlayer* MediaPlayer)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetMediaName");
Params::NoceFunctionLibrary_GetMediaName Parms{};
Parms.MediaPlayer = MediaPlayer;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.GetNiagaraVariableBool
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UNiagaraComponent* NiagaraComponent (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName InVariableName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceFunctionLibrary::GetNiagaraVariableBool(class UNiagaraComponent* NiagaraComponent, class FName InVariableName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetNiagaraVariableBool");
Params::NoceFunctionLibrary_GetNiagaraVariableBool Parms{};
Parms.NiagaraComponent = NiagaraComponent;
Parms.InVariableName = InVariableName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.GetNiagaraVariableFloat
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UNiagaraComponent* NiagaraComponent (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName InVariableName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNoceFunctionLibrary::GetNiagaraVariableFloat(class UNiagaraComponent* NiagaraComponent, class FName InVariableName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetNiagaraVariableFloat");
Params::NoceFunctionLibrary_GetNiagaraVariableFloat Parms{};
Parms.NiagaraComponent = NiagaraComponent;
Parms.InVariableName = InVariableName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.GetNiagaraVariableLinearColor
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UNiagaraComponent* NiagaraComponent (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName InVariableName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FLinearColor ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
struct FLinearColor UNoceFunctionLibrary::GetNiagaraVariableLinearColor(class UNiagaraComponent* NiagaraComponent, class FName InVariableName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetNiagaraVariableLinearColor");
Params::NoceFunctionLibrary_GetNiagaraVariableLinearColor Parms{};
Parms.NiagaraComponent = NiagaraComponent;
Parms.InVariableName = InVariableName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.GetNiagaraVariableVector
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UNiagaraComponent* NiagaraComponent (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName InVariableName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
struct FVector UNoceFunctionLibrary::GetNiagaraVariableVector(class UNiagaraComponent* NiagaraComponent, class FName InVariableName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetNiagaraVariableVector");
Params::NoceFunctionLibrary_GetNiagaraVariableVector Parms{};
Parms.NiagaraComponent = NiagaraComponent;
Parms.InVariableName = InVariableName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.GetNoceCheatManager
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UNoceCheatManager* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UNoceCheatManager* UNoceFunctionLibrary::GetNoceCheatManager(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetNoceCheatManager");
Params::NoceFunctionLibrary_GetNoceCheatManager Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.GetNoceGameInstance
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UNoceGameInstance* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UNoceGameInstance* UNoceFunctionLibrary::GetNoceGameInstance(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetNoceGameInstance");
Params::NoceFunctionLibrary_GetNoceGameInstance Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.GetNoceGameMode
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class ANoceGameMode* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class ANoceGameMode* UNoceFunctionLibrary::GetNoceGameMode(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetNoceGameMode");
Params::NoceFunctionLibrary_GetNoceGameMode Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.GetNoceGameState
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class ANoceGameState* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class ANoceGameState* UNoceFunctionLibrary::GetNoceGameState(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetNoceGameState");
Params::NoceFunctionLibrary_GetNoceGameState Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.GetNoceGlobalDelegates
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UNoceGlobalDelegates* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UNoceGlobalDelegates* UNoceFunctionLibrary::GetNoceGlobalDelegates(const class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetNoceGlobalDelegates");
Params::NoceFunctionLibrary_GetNoceGlobalDelegates Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.GetNocePlayerCharater
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class ANocePlayerCharacter* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class ANocePlayerCharacter* UNoceFunctionLibrary::GetNocePlayerCharater(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetNocePlayerCharater");
Params::NoceFunctionLibrary_GetNocePlayerCharater Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.GetPhysicsAssetCollision
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class USkeletalMeshComponent* InSkeletalMesh (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName InBoneName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ECollisionEnabled* OutCollisionEnabled (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceFunctionLibrary::GetPhysicsAssetCollision(class USkeletalMeshComponent* InSkeletalMesh, class FName InBoneName, ECollisionEnabled* OutCollisionEnabled)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetPhysicsAssetCollision");
Params::NoceFunctionLibrary_GetPhysicsAssetCollision Parms{};
Parms.InSkeletalMesh = InSkeletalMesh;
Parms.InBoneName = InBoneName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutCollisionEnabled != nullptr)
*OutCollisionEnabled = Parms.OutCollisionEnabled;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.GetPlaySequenceStateSeqActor
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AActor* UNoceFunctionLibrary::GetPlaySequenceStateSeqActor(const class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetPlaySequenceStateSeqActor");
Params::NoceFunctionLibrary_GetPlaySequenceStateSeqActor Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.GetPreSeamlessMontagePlayRate
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UAnimMontage* InMontage (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InDuration (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNoceFunctionLibrary::GetPreSeamlessMontagePlayRate(class UAnimMontage* InMontage, float InDuration)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetPreSeamlessMontagePlayRate");
Params::NoceFunctionLibrary_GetPreSeamlessMontagePlayRate Parms{};
Parms.InMontage = InMontage;
Parms.InDuration = InDuration;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.GetPreSeamlessMotionWarppingDuration
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UAnimMontage* InMontage (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNoceFunctionLibrary::GetPreSeamlessMotionWarppingDuration(class UAnimMontage* InMontage)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetPreSeamlessMotionWarppingDuration");
Params::NoceFunctionLibrary_GetPreSeamlessMotionWarppingDuration Parms{};
Parms.InMontage = InMontage;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.GetPreviewLightSet
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class FString UNoceFunctionLibrary::GetPreviewLightSet(const class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetPreviewLightSet");
Params::NoceFunctionLibrary_GetPreviewLightSet Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.GetRBANAlphaRatio
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNoceFunctionLibrary::GetRBANAlphaRatio()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetRBANAlphaRatio");
Params::NoceFunctionLibrary_GetRBANAlphaRatio Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.GetSeqDataAssetPackageNameFromSeq
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// TSoftObjectPtr<class UMovieSceneSequence>PlaySeq (Parm, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class FString UNoceFunctionLibrary::GetSeqDataAssetPackageNameFromSeq(TSoftObjectPtr<class UMovieSceneSequence> PlaySeq)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetSeqDataAssetPackageNameFromSeq");
Params::NoceFunctionLibrary_GetSeqDataAssetPackageNameFromSeq Parms{};
Parms.PlaySeq = PlaySeq;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.GetSequenceName
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class ULevelSequencePlayer* SequencePlayer (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class FName UNoceFunctionLibrary::GetSequenceName(class ULevelSequencePlayer* SequencePlayer)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetSequenceName");
Params::NoceFunctionLibrary_GetSequenceName Parms{};
Parms.SequencePlayer = SequencePlayer;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.GetSkirtSlopeAdjustRatio
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNoceFunctionLibrary::GetSkirtSlopeAdjustRatio()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetSkirtSlopeAdjustRatio");
Params::NoceFunctionLibrary_GetSkirtSlopeAdjustRatio Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.GetSpineSocketRotationYaw
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class AActor* InTargetActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName InSpineSocketName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNoceFunctionLibrary::GetSpineSocketRotationYaw(class AActor* InTargetActor, class FName InSpineSocketName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetSpineSocketRotationYaw");
Params::NoceFunctionLibrary_GetSpineSocketRotationYaw Parms{};
Parms.InTargetActor = InTargetActor;
Parms.InSpineSocketName = InSpineSocketName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.GetTimeManager
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 PlayerIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class ANoceTimeManager* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class ANoceTimeManager* UNoceFunctionLibrary::GetTimeManager(const class UObject* WorldContextObject, int32 PlayerIndex)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetTimeManager");
Params::NoceFunctionLibrary_GetTimeManager Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.PlayerIndex = PlayerIndex;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.GetTraceOffset
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// const class UAnimInstance* InAnimInstance (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName SocketName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float TraceUpDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float TraceDownDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ShowDebug (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNoceFunctionLibrary::GetTraceOffset(const class UAnimInstance* InAnimInstance, class FName SocketName, float TraceUpDistance, float TraceDownDistance, bool ShowDebug)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetTraceOffset");
Params::NoceFunctionLibrary_GetTraceOffset Parms{};
Parms.InAnimInstance = InAnimInstance;
Parms.SocketName = SocketName;
Parms.TraceUpDistance = TraceUpDistance;
Parms.TraceDownDistance = TraceDownDistance;
Parms.ShowDebug = ShowDebug;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.GetWeaponSubSystem
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UNoceWeaponSubsystem* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UNoceWeaponSubsystem* UNoceFunctionLibrary::GetWeaponSubSystem(const class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "GetWeaponSubSystem");
Params::NoceFunctionLibrary_GetWeaponSubSystem Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.HandleRestartGame
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceFunctionLibrary::HandleRestartGame(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "HandleRestartGame");
Params::NoceFunctionLibrary_HandleRestartGame Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFunctionLibrary.HasQualitySwitchNode
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UMaterial* InMaterial (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString* Info (Parm, OutParm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceFunctionLibrary::HasQualitySwitchNode(class UMaterial* InMaterial, class FString* Info)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "HasQualitySwitchNode");
Params::NoceFunctionLibrary_HasQualitySwitchNode Parms{};
Parms.InMaterial = InMaterial;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Info != nullptr)
*Info = std::move(Parms.Info);
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.IsActionLevelChill
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// ENoceActionLevel InActionLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceFunctionLibrary::IsActionLevelChill(ENoceActionLevel InActionLevel)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "IsActionLevelChill");
Params::NoceFunctionLibrary_IsActionLevelChill Parms{};
Parms.InActionLevel = InActionLevel;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.IsActiveEffectHandleValid
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FActiveGameplayEffectHandle&InEffectHandle (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceFunctionLibrary::IsActiveEffectHandleValid(const struct FActiveGameplayEffectHandle& InEffectHandle)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "IsActiveEffectHandleValid");
Params::NoceFunctionLibrary_IsActiveEffectHandleValid Parms{};
Parms.InEffectHandle = std::move(InEffectHandle);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.IsActiveMovieSceneExecutor
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceFunctionLibrary::IsActiveMovieSceneExecutor()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "IsActiveMovieSceneExecutor");
Params::NoceFunctionLibrary_IsActiveMovieSceneExecutor Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.IsActivePreloadSequenceAndSeqData
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceFunctionLibrary::IsActivePreloadSequenceAndSeqData()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "IsActivePreloadSequenceAndSeqData");
Params::NoceFunctionLibrary_IsActivePreloadSequenceAndSeqData Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.IsActivePreloadSeqUpdateDataLayer
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceFunctionLibrary::IsActivePreloadSeqUpdateDataLayer()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "IsActivePreloadSeqUpdateDataLayer");
Params::NoceFunctionLibrary_IsActivePreloadSeqUpdateDataLayer Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.IsActorOfClass
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class AActor* Actor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const TSoftClassPtr<class UClass> Class_0 (ConstParm, Parm, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceFunctionLibrary::IsActorOfClass(class AActor* Actor, const TSoftClassPtr<class UClass> Class_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "IsActorOfClass");
Params::NoceFunctionLibrary_IsActorOfClass Parms{};
Parms.Actor = Actor;
Parms.Class_0 = Class_0;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.IsCurrentActionLevelChill
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceFunctionLibrary::IsCurrentActionLevelChill(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "IsCurrentActionLevelChill");
Params::NoceFunctionLibrary_IsCurrentActionLevelChill Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.IsForceJumpPlaybackPosByCmd
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceFunctionLibrary::IsForceJumpPlaybackPosByCmd(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "IsForceJumpPlaybackPosByCmd");
Params::NoceFunctionLibrary_IsForceJumpPlaybackPosByCmd Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.IsGame
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceFunctionLibrary::IsGame(const class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "IsGame");
Params::NoceFunctionLibrary_IsGame Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.IsInEndGameProgress
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceFunctionLibrary::IsInEndGameProgress(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "IsInEndGameProgress");
Params::NoceFunctionLibrary_IsInEndGameProgress Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.IsInEvent
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceFunctionLibrary::IsInEvent(const class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "IsInEvent");
Params::NoceFunctionLibrary_IsInEvent Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.IsInPartitionedWorld
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceFunctionLibrary::IsInPartitionedWorld(const class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "IsInPartitionedWorld");
Params::NoceFunctionLibrary_IsInPartitionedWorld Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.IsInPlaySequenceState
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceFunctionLibrary::IsInPlaySequenceState(const class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "IsInPlaySequenceState");
Params::NoceFunctionLibrary_IsInPlaySequenceState Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.IsNiagaraComplete
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UNiagaraComponent* InNiagaraComponent (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceFunctionLibrary::IsNiagaraComplete(class UNiagaraComponent* InNiagaraComponent)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "IsNiagaraComplete");
Params::NoceFunctionLibrary_IsNiagaraComplete Parms{};
Parms.InNiagaraComponent = InNiagaraComponent;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.IsPlayerInputDirectionIsOppositeToCharacter
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceFunctionLibrary::IsPlayerInputDirectionIsOppositeToCharacter(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "IsPlayerInputDirectionIsOppositeToCharacter");
Params::NoceFunctionLibrary_IsPlayerInputDirectionIsOppositeToCharacter Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.IsPointInFanShape
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FVector& Origin (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& Direction (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& TargetPoint (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float Angle (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float MinRadius (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float MaxRadius (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceFunctionLibrary::IsPointInFanShape(const struct FVector& Origin, const struct FVector& Direction, const struct FVector& TargetPoint, float Angle, float MinRadius, float MaxRadius)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "IsPointInFanShape");
Params::NoceFunctionLibrary_IsPointInFanShape Parms{};
Parms.Origin = std::move(Origin);
Parms.Direction = std::move(Direction);
Parms.TargetPoint = std::move(TargetPoint);
Parms.Angle = Angle;
Parms.MinRadius = MinRadius;
Parms.MaxRadius = MaxRadius;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.IsProgressConditionMatch
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayTagContainer& InProgressCondition (Parm, NativeAccessSpecifierPublic)
// bool ExactProgress (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayTagContainer& InNeedAddTag (Parm, NativeAccessSpecifierPublic)
// bool NeedAllAddTag (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 NeedAddTagNum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayTagContainer& InWithoutAddTag (Parm, NativeAccessSpecifierPublic)
// bool WithoutAllTag (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceFunctionLibrary::IsProgressConditionMatch(class UObject* WorldContextObject, const struct FGameplayTagContainer& InProgressCondition, bool ExactProgress, const struct FGameplayTagContainer& InNeedAddTag, bool NeedAllAddTag, int32 NeedAddTagNum, const struct FGameplayTagContainer& InWithoutAddTag, bool WithoutAllTag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "IsProgressConditionMatch");
Params::NoceFunctionLibrary_IsProgressConditionMatch Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.InProgressCondition = std::move(InProgressCondition);
Parms.ExactProgress = ExactProgress;
Parms.InNeedAddTag = std::move(InNeedAddTag);
Parms.NeedAllAddTag = NeedAllAddTag;
Parms.NeedAddTagNum = NeedAddTagNum;
Parms.InWithoutAddTag = std::move(InWithoutAddTag);
Parms.WithoutAllTag = WithoutAllTag;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.IsShowDebugInfoForRBANBlending
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceFunctionLibrary::IsShowDebugInfoForRBANBlending(const class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "IsShowDebugInfoForRBANBlending");
Params::NoceFunctionLibrary_IsShowDebugInfoForRBANBlending Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.KawaiiWarmUpForCharacter
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class ANoceCharacter* InCharacter (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 WarmUpFrames (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceFunctionLibrary::KawaiiWarmUpForCharacter(class ANoceCharacter* InCharacter, int32 WarmUpFrames)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "KawaiiWarmUpForCharacter");
Params::NoceFunctionLibrary_KawaiiWarmUpForCharacter Parms{};
Parms.InCharacter = InCharacter;
Parms.WarmUpFrames = WarmUpFrames;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFunctionLibrary.MessageOpen
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// const class FString& Message (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceFunctionLibrary::MessageOpen(const class FString& Message)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "MessageOpen");
Params::NoceFunctionLibrary_MessageOpen Parms{};
Parms.Message = std::move(Message);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFunctionLibrary.MRQ_TriggerPlayStart
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// const struct FSoftObjectPath& InSeq (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceFunctionLibrary::MRQ_TriggerPlayStart(const struct FSoftObjectPath& InSeq)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "MRQ_TriggerPlayStart");
Params::NoceFunctionLibrary_MRQ_TriggerPlayStart Parms{};
Parms.InSeq = std::move(InSeq);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.Noce_Seq_Trace_BookMark
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& InLogString (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceFunctionLibrary::Noce_Seq_Trace_BookMark(class UObject* WorldContextObject, const class FString& InLogString)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "Noce_Seq_Trace_BookMark");
Params::NoceFunctionLibrary_Noce_Seq_Trace_BookMark Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.InLogString = std::move(InLogString);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFunctionLibrary.Noce_Trace_BookMark
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// const class FString& InLogString (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceFunctionLibrary::Noce_Trace_BookMark(const class FString& InLogString)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "Noce_Trace_BookMark");
Params::NoceFunctionLibrary_Noce_Trace_BookMark Parms{};
Parms.InLogString = std::move(InLogString);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFunctionLibrary.NoceCapsuleTraceSingleForObjectsFirstBlock
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ECollisionChannel BlockChannel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& Start (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& End (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float Radius (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float HalfHeight (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const TArray<EObjectTypeQuery>& ObjectTypes (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// bool bTraceComplex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const TArray<class AActor*>& ActorsToIgnore (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// EDrawDebugTrace DrawDebugType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FHitResult* OutHit (Parm, OutParm, IsPlainOldData, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)
// bool bIgnoreSelf (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName SkipTag (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FLinearColor& TraceColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FLinearColor& TraceHitColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float DrawTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceFunctionLibrary::NoceCapsuleTraceSingleForObjectsFirstBlock(const class UObject* WorldContextObject, ECollisionChannel BlockChannel, const struct FVector& Start, const struct FVector& End, float Radius, float HalfHeight, const TArray<EObjectTypeQuery>& ObjectTypes, bool bTraceComplex, const TArray<class AActor*>& ActorsToIgnore, EDrawDebugTrace DrawDebugType, struct FHitResult* OutHit, bool bIgnoreSelf, class FName SkipTag, const struct FLinearColor& TraceColor, const struct FLinearColor& TraceHitColor, float DrawTime)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "NoceCapsuleTraceSingleForObjectsFirstBlock");
Params::NoceFunctionLibrary_NoceCapsuleTraceSingleForObjectsFirstBlock Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.BlockChannel = BlockChannel;
Parms.Start = std::move(Start);
Parms.End = std::move(End);
Parms.Radius = Radius;
Parms.HalfHeight = HalfHeight;
Parms.ObjectTypes = std::move(ObjectTypes);
Parms.bTraceComplex = bTraceComplex;
Parms.ActorsToIgnore = std::move(ActorsToIgnore);
Parms.DrawDebugType = DrawDebugType;
Parms.bIgnoreSelf = bIgnoreSelf;
Parms.SkipTag = SkipTag;
Parms.TraceColor = std::move(TraceColor);
Parms.TraceHitColor = std::move(TraceHitColor);
Parms.DrawTime = DrawTime;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutHit != nullptr)
*OutHit = std::move(Parms.OutHit);
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.NoceLineTraceSingleForObjectsFirstBlock
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ECollisionChannel BlockChannel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& Start (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& End (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const TArray<EObjectTypeQuery>& ObjectTypes (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// bool bTraceComplex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const TArray<class AActor*>& ActorsToIgnore (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// EDrawDebugTrace DrawDebugType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FHitResult* OutHit (Parm, OutParm, IsPlainOldData, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)
// bool bIgnoreSelf (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName SkipTag (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FLinearColor& TraceColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FLinearColor& TraceHitColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float DrawTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceFunctionLibrary::NoceLineTraceSingleForObjectsFirstBlock(const class UObject* WorldContextObject, ECollisionChannel BlockChannel, const struct FVector& Start, const struct FVector& End, const TArray<EObjectTypeQuery>& ObjectTypes, bool bTraceComplex, const TArray<class AActor*>& ActorsToIgnore, EDrawDebugTrace DrawDebugType, struct FHitResult* OutHit, bool bIgnoreSelf, class FName SkipTag, const struct FLinearColor& TraceColor, const struct FLinearColor& TraceHitColor, float DrawTime)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "NoceLineTraceSingleForObjectsFirstBlock");
Params::NoceFunctionLibrary_NoceLineTraceSingleForObjectsFirstBlock Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.BlockChannel = BlockChannel;
Parms.Start = std::move(Start);
Parms.End = std::move(End);
Parms.ObjectTypes = std::move(ObjectTypes);
Parms.bTraceComplex = bTraceComplex;
Parms.ActorsToIgnore = std::move(ActorsToIgnore);
Parms.DrawDebugType = DrawDebugType;
Parms.bIgnoreSelf = bIgnoreSelf;
Parms.SkipTag = SkipTag;
Parms.TraceColor = std::move(TraceColor);
Parms.TraceHitColor = std::move(TraceHitColor);
Parms.DrawTime = DrawTime;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutHit != nullptr)
*OutHit = std::move(Parms.OutHit);
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.NoceSphereTraceSingleForObjectsFirstBlock
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ECollisionChannel BlockChannel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& Start (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& End (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float Radius (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const TArray<EObjectTypeQuery>& ObjectTypes (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// bool bTraceComplex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const TArray<class AActor*>& ActorsToIgnore (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// EDrawDebugTrace DrawDebugType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FHitResult* OutHit (Parm, OutParm, IsPlainOldData, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)
// bool bIgnoreSelf (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName SkipTag (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FLinearColor& TraceColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FLinearColor& TraceHitColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float DrawTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceFunctionLibrary::NoceSphereTraceSingleForObjectsFirstBlock(const class UObject* WorldContextObject, ECollisionChannel BlockChannel, const struct FVector& Start, const struct FVector& End, float Radius, const TArray<EObjectTypeQuery>& ObjectTypes, bool bTraceComplex, const TArray<class AActor*>& ActorsToIgnore, EDrawDebugTrace DrawDebugType, struct FHitResult* OutHit, bool bIgnoreSelf, class FName SkipTag, const struct FLinearColor& TraceColor, const struct FLinearColor& TraceHitColor, float DrawTime)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "NoceSphereTraceSingleForObjectsFirstBlock");
Params::NoceFunctionLibrary_NoceSphereTraceSingleForObjectsFirstBlock Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.BlockChannel = BlockChannel;
Parms.Start = std::move(Start);
Parms.End = std::move(End);
Parms.Radius = Radius;
Parms.ObjectTypes = std::move(ObjectTypes);
Parms.bTraceComplex = bTraceComplex;
Parms.ActorsToIgnore = std::move(ActorsToIgnore);
Parms.DrawDebugType = DrawDebugType;
Parms.bIgnoreSelf = bIgnoreSelf;
Parms.SkipTag = SkipTag;
Parms.TraceColor = std::move(TraceColor);
Parms.TraceHitColor = std::move(TraceHitColor);
Parms.DrawTime = DrawTime;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutHit != nullptr)
*OutHit = std::move(Parms.OutHit);
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.PlayerScarfResetDynmaics
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class ANocePlayerCharacter* InPlayer (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ETeleportType TeleportType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceFunctionLibrary::PlayerScarfResetDynmaics(class ANocePlayerCharacter* InPlayer, ETeleportType TeleportType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "PlayerScarfResetDynmaics");
Params::NoceFunctionLibrary_PlayerScarfResetDynmaics Parms{};
Parms.InPlayer = InPlayer;
Parms.TeleportType = TeleportType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFunctionLibrary.PlayerSkirtResetDynmaics
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class ANocePlayerCharacter* InPlayer (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ETeleportType TeleportType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceFunctionLibrary::PlayerSkirtResetDynmaics(class ANocePlayerCharacter* InPlayer, ETeleportType TeleportType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "PlayerSkirtResetDynmaics");
Params::NoceFunctionLibrary_PlayerSkirtResetDynmaics Parms{};
Parms.InPlayer = InPlayer;
Parms.TeleportType = TeleportType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFunctionLibrary.ProcessSolveLumenGhostingCmds
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const class FName& InSeqName (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceFunctionLibrary::ProcessSolveLumenGhostingCmds(const class FName& InSeqName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "ProcessSolveLumenGhostingCmds");
Params::NoceFunctionLibrary_ProcessSolveLumenGhostingCmds Parms{};
Parms.InSeqName = InSeqName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFunctionLibrary.RandomFloatRange_ThreadSafe
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float InSeed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InMin (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InMax (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNoceFunctionLibrary::RandomFloatRange_ThreadSafe(float InSeed, float InMin, float InMax)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "RandomFloatRange_ThreadSafe");
Params::NoceFunctionLibrary_RandomFloatRange_ThreadSafe Parms{};
Parms.InSeed = InSeed;
Parms.InMin = InMin;
Parms.InMax = InMax;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.RefreshNoceLightSavableData
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class ULightComponent* InLightComp (ConstParm, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FNoceLightSavableData& OutData (Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
void UNoceFunctionLibrary::RefreshNoceLightSavableData(const class UObject* WorldContextObject, const class ULightComponent* InLightComp, struct FNoceLightSavableData& OutData)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "RefreshNoceLightSavableData");
Params::NoceFunctionLibrary_RefreshNoceLightSavableData Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.InLightComp = InLightComp;
Parms.OutData = std::move(OutData);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
OutData = std::move(Parms.OutData);
}
// Function GameNoce.NoceFunctionLibrary.ReplacePlayerCharMaterialByCharMeshType
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class USkeletalMeshComponent* InComp (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ReplaceMatIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UMaterialInterface* DefaultMat (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UMaterialInterface* PureWhite (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UMaterialInterface* PinkRabbit (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceFunctionLibrary::ReplacePlayerCharMaterialByCharMeshType(class USkeletalMeshComponent* InComp, int32 ReplaceMatIndex, class UMaterialInterface* DefaultMat, class UMaterialInterface* PureWhite, class UMaterialInterface* PinkRabbit)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "ReplacePlayerCharMaterialByCharMeshType");
Params::NoceFunctionLibrary_ReplacePlayerCharMaterialByCharMeshType Parms{};
Parms.InComp = InComp;
Parms.ReplaceMatIndex = ReplaceMatIndex;
Parms.DefaultMat = DefaultMat;
Parms.PureWhite = PureWhite;
Parms.PinkRabbit = PinkRabbit;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFunctionLibrary.RequestGameplayTagFromString
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// const class FString& InData (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTag ReturnValue (Parm, OutParm, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
struct FGameplayTag UNoceFunctionLibrary::RequestGameplayTagFromString(const class FString& InData)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "RequestGameplayTagFromString");
Params::NoceFunctionLibrary_RequestGameplayTagFromString Parms{};
Parms.InData = std::move(InData);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.ResetConsoleCmdFromSeqData
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FNoceSeqData& InData (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
void UNoceFunctionLibrary::ResetConsoleCmdFromSeqData(const struct FNoceSeqData& InData)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "ResetConsoleCmdFromSeqData");
Params::NoceFunctionLibrary_ResetConsoleCmdFromSeqData Parms{};
Parms.InData = std::move(InData);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFunctionLibrary.ResetDynamics
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class ANoceCharacter* InCharacter (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ETeleportType InTeleportType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceFunctionLibrary::ResetDynamics(class ANoceCharacter* InCharacter, ETeleportType InTeleportType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "ResetDynamics");
Params::NoceFunctionLibrary_ResetDynamics Parms{};
Parms.InCharacter = InCharacter;
Parms.InTeleportType = InTeleportType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFunctionLibrary.ResetEnableHDROutput
// (Final, Native, Static, Public, BlueprintCallable)
void UNoceFunctionLibrary::ResetEnableHDROutput()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "ResetEnableHDROutput");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFunctionLibrary.ResetHDRUICompositeMode
// (Final, Native, Static, Public, BlueprintCallable)
void UNoceFunctionLibrary::ResetHDRUICompositeMode()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "ResetHDRUICompositeMode");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFunctionLibrary.ResetHDRUILevel
// (Final, Native, Static, Public, BlueprintCallable)
void UNoceFunctionLibrary::ResetHDRUILevel()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "ResetHDRUILevel");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFunctionLibrary.ResetSolveLumenGhostingCmds
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const class FName& InSeqName (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceFunctionLibrary::ResetSolveLumenGhostingCmds(const class FName& InSeqName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "ResetSolveLumenGhostingCmds");
Params::NoceFunctionLibrary_ResetSolveLumenGhostingCmds Parms{};
Parms.InSeqName = InSeqName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFunctionLibrary.SearchActors
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* InSelfActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& InDirection (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InRadius (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InHalfAngle (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const TArray<EObjectTypeQuery>& ObjectTypes (Parm, ZeroConstructor, NativeAccessSpecifierPublic)
// TArray<class AActor*>* OutActors (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// bool DebugDraw (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceFunctionLibrary::SearchActors(class UObject* WorldContextObject, class AActor* InSelfActor, const struct FVector& InDirection, float InRadius, float InHalfAngle, const TArray<EObjectTypeQuery>& ObjectTypes, TArray<class AActor*>* OutActors, bool DebugDraw)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "SearchActors");
Params::NoceFunctionLibrary_SearchActors Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.InSelfActor = InSelfActor;
Parms.InDirection = std::move(InDirection);
Parms.InRadius = InRadius;
Parms.InHalfAngle = InHalfAngle;
Parms.ObjectTypes = std::move(ObjectTypes);
Parms.DebugDraw = DebugDraw;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutActors != nullptr)
*OutActors = std::move(Parms.OutActors);
}
// Function GameNoce.NoceFunctionLibrary.SearchEnemy
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* InSelfActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InRadius (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InHalfAngle (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayTag& InCountableTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor** OutActor (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UNocePlayerLookAtTargetComponent**OutLookAtTarget (Parm, OutParm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool DebugDraw (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool InForMotionWarp (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceFunctionLibrary::SearchEnemy(class UObject* WorldContextObject, class AActor* InSelfActor, float InRadius, float InHalfAngle, const struct FGameplayTag& InCountableTag, class AActor** OutActor, class UNocePlayerLookAtTargetComponent** OutLookAtTarget, bool DebugDraw, bool InForMotionWarp)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "SearchEnemy");
Params::NoceFunctionLibrary_SearchEnemy Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.InSelfActor = InSelfActor;
Parms.InRadius = InRadius;
Parms.InHalfAngle = InHalfAngle;
Parms.InCountableTag = std::move(InCountableTag);
Parms.DebugDraw = DebugDraw;
Parms.InForMotionWarp = InForMotionWarp;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutActor != nullptr)
*OutActor = Parms.OutActor;
if (OutLookAtTarget != nullptr)
*OutLookAtTarget = Parms.OutLookAtTarget;
}
// Function GameNoce.NoceFunctionLibrary.SearchEnemyWithDirection
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* InSelfActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& InDirection (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InRadius (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InHalfAngle (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayTag& InCountableTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor** OutActor (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UNocePlayerLookAtTargetComponent**OutLookAtTarget (Parm, OutParm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool DebugDraw (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool InForMotionWarp (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceFunctionLibrary::SearchEnemyWithDirection(class UObject* WorldContextObject, class AActor* InSelfActor, const struct FVector& InDirection, float InRadius, float InHalfAngle, const struct FGameplayTag& InCountableTag, class AActor** OutActor, class UNocePlayerLookAtTargetComponent** OutLookAtTarget, bool DebugDraw, bool InForMotionWarp)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "SearchEnemyWithDirection");
Params::NoceFunctionLibrary_SearchEnemyWithDirection Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.InSelfActor = InSelfActor;
Parms.InDirection = std::move(InDirection);
Parms.InRadius = InRadius;
Parms.InHalfAngle = InHalfAngle;
Parms.InCountableTag = std::move(InCountableTag);
Parms.DebugDraw = DebugDraw;
Parms.InForMotionWarp = InForMotionWarp;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutActor != nullptr)
*OutActor = Parms.OutActor;
if (OutLookAtTarget != nullptr)
*OutLookAtTarget = Parms.OutLookAtTarget;
}
// Function GameNoce.NoceFunctionLibrary.SetActiveEffectHandleInvalid
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FActiveGameplayEffectHandle& InEffectHandle (Parm, OutParm, ReferenceParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceFunctionLibrary::SetActiveEffectHandleInvalid(struct FActiveGameplayEffectHandle& InEffectHandle)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "SetActiveEffectHandleInvalid");
Params::NoceFunctionLibrary_SetActiveEffectHandleInvalid Parms{};
Parms.InEffectHandle = std::move(InEffectHandle);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
InEffectHandle = std::move(Parms.InEffectHandle);
}
// Function GameNoce.NoceFunctionLibrary.SetConstraintProfileForAll
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UAnimInstance* Instance (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName ProfileName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bDefaultIfNotFound (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceFunctionLibrary::SetConstraintProfileForAll(class UAnimInstance* Instance, class FName ProfileName, bool bDefaultIfNotFound)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "SetConstraintProfileForAll");
Params::NoceFunctionLibrary_SetConstraintProfileForAll Parms{};
Parms.Instance = Instance;
Parms.ProfileName = ProfileName;
Parms.bDefaultIfNotFound = bDefaultIfNotFound;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFunctionLibrary.SetCVarWithCurrentPriority
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// const class FString& InCVarName (ConstParm, Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& InCVarValue (ConstParm, Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceFunctionLibrary::SetCVarWithCurrentPriority(const class FString& InCVarName, const class FString& InCVarValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "SetCVarWithCurrentPriority");
Params::NoceFunctionLibrary_SetCVarWithCurrentPriority Parms{};
Parms.InCVarName = std::move(InCVarName);
Parms.InCVarValue = std::move(InCVarValue);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFunctionLibrary.SetEnableHDROutput
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// bool InIsEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceFunctionLibrary::SetEnableHDROutput(bool InIsEnable)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "SetEnableHDROutput");
Params::NoceFunctionLibrary_SetEnableHDROutput Parms{};
Parms.InIsEnable = InIsEnable;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFunctionLibrary.SetEventMode
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool IsEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ENoceEventModeType EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ENoceCineEventUserType CineEventUserType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceFunctionLibrary::SetEventMode(const class UObject* WorldContextObject, bool IsEnable, ENoceEventModeType EventType, ENoceCineEventUserType CineEventUserType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "SetEventMode");
Params::NoceFunctionLibrary_SetEventMode Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.IsEnable = IsEnable;
Parms.EventType = EventType;
Parms.CineEventUserType = CineEventUserType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFunctionLibrary.SetGlobalTimeDilationMultiplier
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float TimeDilationMultiplier (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceFunctionLibrary::SetGlobalTimeDilationMultiplier(const class UObject* WorldContextObject, float TimeDilationMultiplier)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "SetGlobalTimeDilationMultiplier");
Params::NoceFunctionLibrary_SetGlobalTimeDilationMultiplier Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.TimeDilationMultiplier = TimeDilationMultiplier;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFunctionLibrary.SetHDRUICompositeMode
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// bool InIsEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceFunctionLibrary::SetHDRUICompositeMode(bool InIsEnable)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "SetHDRUICompositeMode");
Params::NoceFunctionLibrary_SetHDRUICompositeMode Parms{};
Parms.InIsEnable = InIsEnable;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFunctionLibrary.SetHDRUILevel
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// float InLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceFunctionLibrary::SetHDRUILevel(float InLevel)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "SetHDRUILevel");
Params::NoceFunctionLibrary_SetHDRUILevel Parms{};
Parms.InLevel = InLevel;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFunctionLibrary.SetNoceCustomPrimitiveDataFloat
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UPrimitiveComponent* InComp (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 DataIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceFunctionLibrary::SetNoceCustomPrimitiveDataFloat(class UPrimitiveComponent* InComp, int32 DataIndex, float Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "SetNoceCustomPrimitiveDataFloat");
Params::NoceFunctionLibrary_SetNoceCustomPrimitiveDataFloat Parms{};
Parms.InComp = InComp;
Parms.DataIndex = DataIndex;
Parms.Value = Value;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFunctionLibrary.SetNoceCustomPrimitiveDataVector2
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UPrimitiveComponent* InComp (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 DataIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector2D& Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceFunctionLibrary::SetNoceCustomPrimitiveDataVector2(class UPrimitiveComponent* InComp, int32 DataIndex, const struct FVector2D& Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "SetNoceCustomPrimitiveDataVector2");
Params::NoceFunctionLibrary_SetNoceCustomPrimitiveDataVector2 Parms{};
Parms.InComp = InComp;
Parms.DataIndex = DataIndex;
Parms.Value = std::move(Value);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFunctionLibrary.SetNoceCustomPrimitiveDataVector3
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UPrimitiveComponent* InComp (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 DataIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceFunctionLibrary::SetNoceCustomPrimitiveDataVector3(class UPrimitiveComponent* InComp, int32 DataIndex, const struct FVector& Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "SetNoceCustomPrimitiveDataVector3");
Params::NoceFunctionLibrary_SetNoceCustomPrimitiveDataVector3 Parms{};
Parms.InComp = InComp;
Parms.DataIndex = DataIndex;
Parms.Value = std::move(Value);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFunctionLibrary.SetNoceCustomPrimitiveDataVector4
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UPrimitiveComponent* InComp (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 DataIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector4& Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceFunctionLibrary::SetNoceCustomPrimitiveDataVector4(class UPrimitiveComponent* InComp, int32 DataIndex, const struct FVector4& Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "SetNoceCustomPrimitiveDataVector4");
Params::NoceFunctionLibrary_SetNoceCustomPrimitiveDataVector4 Parms{};
Parms.InComp = InComp;
Parms.DataIndex = DataIndex;
Parms.Value = std::move(Value);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFunctionLibrary.SetNoceScalarParameterForCustomPrimitiveData
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UPrimitiveComponent* InComp (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName ParameterName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceFunctionLibrary::SetNoceScalarParameterForCustomPrimitiveData(class UPrimitiveComponent* InComp, class FName ParameterName, float Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "SetNoceScalarParameterForCustomPrimitiveData");
Params::NoceFunctionLibrary_SetNoceScalarParameterForCustomPrimitiveData Parms{};
Parms.InComp = InComp;
Parms.ParameterName = ParameterName;
Parms.Value = Value;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFunctionLibrary.SetNoceVectorParameterForCustomPrimitiveData
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UPrimitiveComponent* InComp (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName ParameterName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector4& Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceFunctionLibrary::SetNoceVectorParameterForCustomPrimitiveData(class UPrimitiveComponent* InComp, class FName ParameterName, const struct FVector4& Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "SetNoceVectorParameterForCustomPrimitiveData");
Params::NoceFunctionLibrary_SetNoceVectorParameterForCustomPrimitiveData Parms{};
Parms.InComp = InComp;
Parms.ParameterName = ParameterName;
Parms.Value = std::move(Value);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFunctionLibrary.SetPhysicsAssetCollision
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class USkeletalMeshComponent* InSkeletalMesh (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName InBoneName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ECollisionEnabled InCollisionEnabled (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceFunctionLibrary::SetPhysicsAssetCollision(class USkeletalMeshComponent* InSkeletalMesh, class FName InBoneName, ECollisionEnabled InCollisionEnabled)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "SetPhysicsAssetCollision");
Params::NoceFunctionLibrary_SetPhysicsAssetCollision Parms{};
Parms.InSkeletalMesh = InSkeletalMesh;
Parms.InBoneName = InBoneName;
Parms.InCollisionEnabled = InCollisionEnabled;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFunctionLibrary.SetPhysicsAssetCollisions
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class USkeletalMeshComponent* InSkeletalMesh (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const TArray<class FName>& InBoneNames (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// ECollisionEnabled InCollisionEnabled (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceFunctionLibrary::SetPhysicsAssetCollisions(class USkeletalMeshComponent* InSkeletalMesh, const TArray<class FName>& InBoneNames, ECollisionEnabled InCollisionEnabled)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "SetPhysicsAssetCollisions");
Params::NoceFunctionLibrary_SetPhysicsAssetCollisions Parms{};
Parms.InSkeletalMesh = InSkeletalMesh;
Parms.InBoneNames = std::move(InBoneNames);
Parms.InCollisionEnabled = InCollisionEnabled;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFunctionLibrary.SetPlaySequenceStateSeqActor
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* InSeqActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceFunctionLibrary::SetPlaySequenceStateSeqActor(const class UObject* WorldContextObject, class AActor* InSeqActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "SetPlaySequenceStateSeqActor");
Params::NoceFunctionLibrary_SetPlaySequenceStateSeqActor Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.InSeqActor = InSeqActor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFunctionLibrary.SetSkeletalMeshAssetAndClearOverrideMat
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class USkeletalMeshComponent* InComp (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class USkeletalMesh* NewMesh (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceFunctionLibrary::SetSkeletalMeshAssetAndClearOverrideMat(class USkeletalMeshComponent* InComp, class USkeletalMesh* NewMesh)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "SetSkeletalMeshAssetAndClearOverrideMat");
Params::NoceFunctionLibrary_SetSkeletalMeshAssetAndClearOverrideMat Parms{};
Parms.InComp = InComp;
Parms.NewMesh = NewMesh;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFunctionLibrary.SetStaticMeshAssetAndClearOverrideMat
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UStaticMeshComponent* InComp (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UStaticMesh* NewMesh (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceFunctionLibrary::SetStaticMeshAssetAndClearOverrideMat(class UStaticMeshComponent* InComp, class UStaticMesh* NewMesh)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "SetStaticMeshAssetAndClearOverrideMat");
Params::NoceFunctionLibrary_SetStaticMeshAssetAndClearOverrideMat Parms{};
Parms.InComp = InComp;
Parms.NewMesh = NewMesh;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFunctionLibrary.SolvePhysicsPopping
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class ANoceCharacter* InChar (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 KawaiiWarmUpFrame (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bResetPhysics (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceFunctionLibrary::SolvePhysicsPopping(class ANoceCharacter* InChar, int32 KawaiiWarmUpFrame, bool bResetPhysics)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "SolvePhysicsPopping");
Params::NoceFunctionLibrary_SolvePhysicsPopping Parms{};
Parms.InChar = InChar;
Parms.KawaiiWarmUpFrame = KawaiiWarmUpFrame;
Parms.bResetPhysics = bResetPhysics;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFunctionLibrary.SolveSeamlessSeqBeginCopyPose
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class USkeletalMeshComponent* InSkelComp (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bResetPhysics (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceFunctionLibrary::SolveSeamlessSeqBeginCopyPose(class USkeletalMeshComponent* InSkelComp, bool bResetPhysics)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "SolveSeamlessSeqBeginCopyPose");
Params::NoceFunctionLibrary_SolveSeamlessSeqBeginCopyPose Parms{};
Parms.InSkelComp = InSkelComp;
Parms.bResetPhysics = bResetPhysics;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFunctionLibrary.StoryEndingBitToGameRound
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int32 EndingBitmask (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ENoceRoundType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ENoceRoundType UNoceFunctionLibrary::StoryEndingBitToGameRound(int32 EndingBitmask)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "StoryEndingBitToGameRound");
Params::NoceFunctionLibrary_StoryEndingBitToGameRound Parms{};
Parms.EndingBitmask = EndingBitmask;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.String_Remove
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// const class FString& InData (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& InSuffix (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ESearchDir SearchDir (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ESearchCase SearchCase (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class FString UNoceFunctionLibrary::String_Remove(const class FString& InData, const class FString& InSuffix, ESearchDir SearchDir, ESearchCase SearchCase)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "String_Remove");
Params::NoceFunctionLibrary_String_Remove Parms{};
Parms.InData = std::move(InData);
Parms.InSuffix = std::move(InSuffix);
Parms.SearchDir = SearchDir;
Parms.SearchCase = SearchCase;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.TimeSecondsToMMSSString
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// const float InSeconds (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const bool bInFloor (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class FString UNoceFunctionLibrary::TimeSecondsToMMSSString(const float InSeconds, const bool bInFloor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "TimeSecondsToMMSSString");
Params::NoceFunctionLibrary_TimeSecondsToMMSSString Parms{};
Parms.InSeconds = InSeconds;
Parms.bInFloor = bInFloor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceFunctionLibrary.UnlockFOV
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceFunctionLibrary::UnlockFOV(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "UnlockFOV");
Params::NoceFunctionLibrary_UnlockFOV Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFunctionLibrary.UnsetConsoleCommandWithTag
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const class FString& Command (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FName& InTagName (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceFunctionLibrary::UnsetConsoleCommandWithTag(const class FString& Command, const class FName& InTagName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "UnsetConsoleCommandWithTag");
Params::NoceFunctionLibrary_UnsetConsoleCommandWithTag Parms{};
Parms.Command = std::move(Command);
Parms.InTagName = InTagName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFunctionLibrary.UnsetSeqDataCmdWithTagForHighSpec
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const class FString& Command (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FName& InTagName (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceFunctionLibrary::UnsetSeqDataCmdWithTagForHighSpec(const class FString& Command, const class FName& InTagName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "UnsetSeqDataCmdWithTagForHighSpec");
Params::NoceFunctionLibrary_UnsetSeqDataCmdWithTagForHighSpec Parms{};
Parms.Command = std::move(Command);
Parms.InTagName = InTagName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFunctionLibrary.UpdateEveLightSet
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& InSetName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bDoNotSwitchDataLayer (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceFunctionLibrary::UpdateEveLightSet(const class UObject* WorldContextObject, const class FString& InSetName, bool bDoNotSwitchDataLayer)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "UpdateEveLightSet");
Params::NoceFunctionLibrary_UpdateEveLightSet Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.InSetName = std::move(InSetName);
Parms.bDoNotSwitchDataLayer = bDoNotSwitchDataLayer;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFunctionLibrary.UpdateNoceLightCompPropertyFromSaveData
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class ULightComponent* OutLightComp (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FNoceLightSavableData& InData (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
void UNoceFunctionLibrary::UpdateNoceLightCompPropertyFromSaveData(const class UObject* WorldContextObject, class ULightComponent* OutLightComp, const struct FNoceLightSavableData& InData)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "UpdateNoceLightCompPropertyFromSaveData");
Params::NoceFunctionLibrary_UpdateNoceLightCompPropertyFromSaveData Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.OutLightComp = OutLightComp;
Parms.InData = std::move(InData);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFunctionLibrary.UpdateSeqDataAssetDataLayerForPreloadingSeq
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// TSoftObjectPtr<class ULevelSequence> PlaySeq (Parm, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceFunctionLibrary::UpdateSeqDataAssetDataLayerForPreloadingSeq(TSoftObjectPtr<class ULevelSequence> PlaySeq)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "UpdateSeqDataAssetDataLayerForPreloadingSeq");
Params::NoceFunctionLibrary_UpdateSeqDataAssetDataLayerForPreloadingSeq Parms{};
Parms.PlaySeq = PlaySeq;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFunctionLibrary.UpdateSlotWeight
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// const class UAnimInstance* InAnimInstance (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName SlotNodeName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InDeltaTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceFunctionLibrary::UpdateSlotWeight(const class UAnimInstance* InAnimInstance, class FName SlotNodeName, float InDeltaTime)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "UpdateSlotWeight");
Params::NoceFunctionLibrary_UpdateSlotWeight Parms{};
Parms.InAnimInstance = InAnimInstance;
Parms.SlotNodeName = SlotNodeName;
Parms.InDeltaTime = InDeltaTime;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFunctionLibrary.UpdateWeight
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// const class UAnimInstance* InAnimInstance (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class UAnimMontage* InMontage (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InDeltaTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceFunctionLibrary::UpdateWeight(const class UAnimInstance* InAnimInstance, const class UAnimMontage* InMontage, float InDeltaTime)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "UpdateWeight");
Params::NoceFunctionLibrary_UpdateWeight Parms{};
Parms.InAnimInstance = InAnimInstance;
Parms.InMontage = InMontage;
Parms.InDeltaTime = InDeltaTime;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFunctionLibrary.VolumetricFogHistoryWeightOff
// (Final, Native, Static, Public, BlueprintCallable)
void UNoceFunctionLibrary::VolumetricFogHistoryWeightOff()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "VolumetricFogHistoryWeightOff");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceFunctionLibrary.VolumetricFogHistoryWeightOn
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// float Weight (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceFunctionLibrary::VolumetricFogHistoryWeightOn(float Weight)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceFunctionLibrary", "VolumetricFogHistoryWeightOn");
Params::NoceFunctionLibrary_VolumetricFogHistoryWeightOn Parms{};
Parms.Weight = Weight;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceGameClockSubsystem.GetPlayTimeSeconds
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// double ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
double UNoceGameClockSubsystem::GetPlayTimeSeconds() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGameClockSubsystem", "GetPlayTimeSeconds");
Params::NoceGameClockSubsystem_GetPlayTimeSeconds Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGameClockSubsystem.GetPlayTimespanWithoutEvent
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FTimespan ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
struct FTimespan UNoceGameClockSubsystem::GetPlayTimespanWithoutEvent() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGameClockSubsystem", "GetPlayTimespanWithoutEvent");
Params::NoceGameClockSubsystem_GetPlayTimespanWithoutEvent Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGameClockSubsystem.GetPlayTimespawn
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FTimespan ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
struct FTimespan UNoceGameClockSubsystem::GetPlayTimespawn() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGameClockSubsystem", "GetPlayTimespawn");
Params::NoceGameClockSubsystem_GetPlayTimespawn Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGameInstance.AddGameOverCount
// (Final, Native, Public, BlueprintCallable)
void UNoceGameInstance::AddGameOverCount()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGameInstance", "AddGameOverCount");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceGameInstance.AddViewdEvent
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName InEventName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceGameInstance::AddViewdEvent(class FName InEventName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGameInstance", "AddViewdEvent");
Params::NoceGameInstance_AddViewdEvent Parms{};
Parms.InEventName = InEventName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceGameInstance.Clear
// (Final, Native, Public, BlueprintCallable)
void UNoceGameInstance::Clear()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGameInstance", "Clear");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceGameInstance.GetAvailableOutfits
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// TArray<ENocePlayerOutfit> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<ENocePlayerOutfit> UNoceGameInstance::GetAvailableOutfits()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGameInstance", "GetAvailableOutfits");
Params::NoceGameInstance_GetAvailableOutfits Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGameInstance.GetInitProgressTag
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FGameplayTag ReturnValue (Parm, OutParm, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
struct FGameplayTag UNoceGameInstance::GetInitProgressTag()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGameInstance", "GetInitProgressTag");
Params::NoceGameInstance_GetInitProgressTag Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGameInstance.GetPeriodGameOverCount
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UNoceGameInstance::GetPeriodGameOverCount()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGameInstance", "GetPeriodGameOverCount");
Params::NoceGameInstance_GetPeriodGameOverCount Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGameInstance.HandleApplicationHasReactivated
// (Final, Native, Public, BlueprintCallable)
void UNoceGameInstance::HandleApplicationHasReactivated()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGameInstance", "HandleApplicationHasReactivated");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceGameInstance.HandleApplicationWillDeactivate
// (Final, Native, Public, BlueprintCallable)
void UNoceGameInstance::HandleApplicationWillDeactivate()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGameInstance", "HandleApplicationWillDeactivate");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceGameInstance.HasAvailableOutfit
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// ENocePlayerOutfit OutfitType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceGameInstance::HasAvailableOutfit(ENocePlayerOutfit OutfitType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGameInstance", "HasAvailableOutfit");
Params::NoceGameInstance_HasAvailableOutfit Parms{};
Parms.OutfitType = OutfitType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGameInstance.HasBoosterPack
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceGameInstance::HasBoosterPack()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGameInstance", "HasBoosterPack");
Params::NoceGameInstance_HasBoosterPack Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGameInstance.HasLimitedOmamori
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceGameInstance::HasLimitedOmamori()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGameInstance", "HasLimitedOmamori");
Params::NoceGameInstance_HasLimitedOmamori Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGameInstance.IsViewdEvent
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class FName InEventName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceGameInstance::IsViewdEvent(class FName InEventName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGameInstance", "IsViewdEvent");
Params::NoceGameInstance_IsViewdEvent Parms{};
Parms.InEventName = InEventName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGameInstance.ResetPeriodGameOverCount
// (Final, Native, Public, BlueprintCallable)
void UNoceGameInstance::ResetPeriodGameOverCount()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGameInstance", "ResetPeriodGameOverCount");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLinkMotionComponent.CanLink
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// ELinkPriority InPriority (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceLinkMotionComponent::CanLink(ELinkPriority InPriority)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLinkMotionComponent", "CanLink");
Params::NoceLinkMotionComponent_CanLink Parms{};
Parms.InPriority = InPriority;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLinkMotionComponent.EndConstPosition
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float InRestoreRuration (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceLinkMotionComponent::EndConstPosition(float InRestoreRuration)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLinkMotionComponent", "EndConstPosition");
Params::NoceLinkMotionComponent_EndConstPosition Parms{};
Parms.InRestoreRuration = InRestoreRuration;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLinkMotionComponent.EndLinkMotion
// (Final, Native, Public, BlueprintCallable)
void UNoceLinkMotionComponent::EndLinkMotion()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLinkMotionComponent", "EndLinkMotion");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLinkMotionComponent.GetCurrentLinkPriority
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// ELinkPriority ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ELinkPriority UNoceLinkMotionComponent::GetCurrentLinkPriority()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLinkMotionComponent", "GetCurrentLinkPriority");
Params::NoceLinkMotionComponent_GetCurrentLinkPriority Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLinkMotionComponent.GetLinkAbility
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class AActor* TargetActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName AbilityName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSubclassOf<class UGameplayAbility> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
TSubclassOf<class UGameplayAbility> UNoceLinkMotionComponent::GetLinkAbility(class AActor* TargetActor, class FName AbilityName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLinkMotionComponent", "GetLinkAbility");
Params::NoceLinkMotionComponent_GetLinkAbility Parms{};
Parms.TargetActor = TargetActor;
Parms.AbilityName = AbilityName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLinkMotionComponent.GetLinkOwner
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class AActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AActor* UNoceLinkMotionComponent::GetLinkOwner()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLinkMotionComponent", "GetLinkOwner");
Params::NoceLinkMotionComponent_GetLinkOwner Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLinkMotionComponent.GetLinkTarget
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class AActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AActor* UNoceLinkMotionComponent::GetLinkTarget()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLinkMotionComponent", "GetLinkTarget");
Params::NoceLinkMotionComponent_GetLinkTarget Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLinkMotionComponent.GetTargetStartMotion
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// int32* BankID (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32* MotionID (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceLinkMotionComponent::GetTargetStartMotion(int32* BankID, int32* MotionID)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLinkMotionComponent", "GetTargetStartMotion");
Params::NoceLinkMotionComponent_GetTargetStartMotion Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (BankID != nullptr)
*BankID = Parms.BankID;
if (MotionID != nullptr)
*MotionID = Parms.MotionID;
}
// Function GameNoce.NoceLinkMotionComponent.IsConstPositionActive
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceLinkMotionComponent::IsConstPositionActive()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLinkMotionComponent", "IsConstPositionActive");
Params::NoceLinkMotionComponent_IsConstPositionActive Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLinkMotionComponent.IsCurrentExecutionType
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceLinkMotionComponent::IsCurrentExecutionType()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLinkMotionComponent", "IsCurrentExecutionType");
Params::NoceLinkMotionComponent_IsCurrentExecutionType Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLinkMotionComponent.NotifyInterrupted
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceLinkMotionComponent::NotifyInterrupted()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLinkMotionComponent", "NotifyInterrupted");
Params::NoceLinkMotionComponent_NotifyInterrupted Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLinkMotionComponent.NotifyStartLinkMotion
// (Final, Native, Public, BlueprintCallable)
void UNoceLinkMotionComponent::NotifyStartLinkMotion()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLinkMotionComponent", "NotifyStartLinkMotion");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLinkMotionComponent.RequestAttackerLinkAbility
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class ANoceCharacter* LinkTarget (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName ExAbilityName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceLinkMotionComponent::RequestAttackerLinkAbility(class ANoceCharacter* LinkTarget, class FName ExAbilityName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLinkMotionComponent", "RequestAttackerLinkAbility");
Params::NoceLinkMotionComponent_RequestAttackerLinkAbility Parms{};
Parms.LinkTarget = LinkTarget;
Parms.ExAbilityName = ExAbilityName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLinkMotionComponent.RequestLinkMotion
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class ULinkRequest* InReuest (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceLinkMotionComponent::RequestLinkMotion(class ULinkRequest* InReuest)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLinkMotionComponent", "RequestLinkMotion");
Params::NoceLinkMotionComponent_RequestLinkMotion Parms{};
Parms.InReuest = InReuest;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLinkMotionComponent.RequestReject
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor* LinkTarget (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceLinkMotionComponent::RequestReject(class AActor* LinkTarget)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLinkMotionComponent", "RequestReject");
Params::NoceLinkMotionComponent_RequestReject Parms{};
Parms.LinkTarget = LinkTarget;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLinkMotionComponent.StartConstLocation
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// const struct FVector& Location (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FRotator& Rotator (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// float BlendTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool EnableSweep (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceLinkMotionComponent::StartConstLocation(const struct FVector& Location, const struct FRotator& Rotator, float BlendTime, bool EnableSweep)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLinkMotionComponent", "StartConstLocation");
Params::NoceLinkMotionComponent_StartConstLocation Parms{};
Parms.Location = std::move(Location);
Parms.Rotator = std::move(Rotator);
Parms.BlendTime = BlendTime;
Parms.EnableSweep = EnableSweep;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLinkMotionComponent.StartConstPosition
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class ACharacter* ConstTarget (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class ACharacter* ConstBoneOwner (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName ConstBoneName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FRotator& ConstOffsetRot (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// const struct FVector& ConstOffset (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ENoceConstPositionMode ConstMode (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float BlendTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool EnableSweep (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceLinkMotionComponent::StartConstPosition(class ACharacter* ConstTarget, class ACharacter* ConstBoneOwner, class FName ConstBoneName, const struct FRotator& ConstOffsetRot, const struct FVector& ConstOffset, ENoceConstPositionMode ConstMode, float BlendTime, bool EnableSweep)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLinkMotionComponent", "StartConstPosition");
Params::NoceLinkMotionComponent_StartConstPosition Parms{};
Parms.ConstTarget = ConstTarget;
Parms.ConstBoneOwner = ConstBoneOwner;
Parms.ConstBoneName = ConstBoneName;
Parms.ConstOffsetRot = std::move(ConstOffsetRot);
Parms.ConstOffset = std::move(ConstOffset);
Parms.ConstMode = ConstMode;
Parms.BlendTime = BlendTime;
Parms.EnableSweep = EnableSweep;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceGameMode.AnyStoryEndingCleared
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceGameMode::AnyStoryEndingCleared()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGameMode", "AnyStoryEndingCleared");
Params::NoceGameMode_AnyStoryEndingCleared Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGameMode.CanEnterGameOverFlow
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceGameMode::CanEnterGameOverFlow()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGameMode", "CanEnterGameOverFlow");
Params::NoceGameMode_CanEnterGameOverFlow Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGameMode.EnableBasicDebugInfo
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceGameMode::EnableBasicDebugInfo(bool InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGameMode", "EnableBasicDebugInfo");
Params::NoceGameMode_EnableBasicDebugInfo Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceGameMode.GetAttackRightMaxCount
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 ANoceGameMode::GetAttackRightMaxCount()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGameMode", "GetAttackRightMaxCount");
Params::NoceGameMode_GetAttackRightMaxCount Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGameMode.GetAttackRightMaxCount_BP
// (Event, Public, BlueprintEvent)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 ANoceGameMode::GetAttackRightMaxCount_BP()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGameMode", "GetAttackRightMaxCount_BP");
Params::NoceGameMode_GetAttackRightMaxCount_BP Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function GameNoce.NoceGameMode.GetPlayerCharacterByType
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENocePlayerType InPlayerType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class ANocePlayerCharacter* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class ANocePlayerCharacter* ANoceGameMode::GetPlayerCharacterByType(ENocePlayerType InPlayerType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGameMode", "GetPlayerCharacterByType");
Params::NoceGameMode_GetPlayerCharacterByType Parms{};
Parms.InPlayerType = InPlayerType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGameMode.IsStoryEndingCleared
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENoceEndingType EndingType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceGameMode::IsStoryEndingCleared(ENoceEndingType EndingType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGameMode", "IsStoryEndingCleared");
Params::NoceGameMode_IsStoryEndingCleared Parms{};
Parms.EndingType = EndingType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGameMode.IsWaitForRevive
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceGameMode::IsWaitForRevive()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGameMode", "IsWaitForRevive");
Params::NoceGameMode_IsWaitForRevive Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGameMode.OnDynamicShadowEnableTimerUp
// (Final, Native, Protected)
void ANoceGameMode::OnDynamicShadowEnableTimerUp()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGameMode", "OnDynamicShadowEnableTimerUp");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceGameMode.OnGameInitializeBP
// (Native, Event, Public, BlueprintEvent)
void ANoceGameMode::OnGameInitializeBP()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGameMode", "OnGameInitializeBP");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceGameMode.OnInitGameBP
// (Native, Event, Public, BlueprintEvent)
void ANoceGameMode::OnInitGameBP()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGameMode", "OnInitGameBP");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceGameMode.OnPlayerReady
// (Final, Native, Public, BlueprintCallable)
void ANoceGameMode::OnPlayerReady()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGameMode", "OnPlayerReady");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceGameMode.OnStreamingFinish
// (Final, Native, Public, BlueprintCallable)
void ANoceGameMode::OnStreamingFinish()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGameMode", "OnStreamingFinish");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceGameMode.RegisterPlayerCharacter
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENocePlayerType InPlayerType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class ANocePlayerCharacter* InPlayerCharacter (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceGameMode::RegisterPlayerCharacter(ENocePlayerType InPlayerType, class ANocePlayerCharacter* InPlayerCharacter)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGameMode", "RegisterPlayerCharacter");
Params::NoceGameMode_RegisterPlayerCharacter Parms{};
Parms.InPlayerType = InPlayerType;
Parms.InPlayerCharacter = InPlayerCharacter;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceGameMode.RequestGameOver
// (Final, Native, Public, BlueprintCallable)
void ANoceGameMode::RequestGameOver()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGameMode", "RequestGameOver");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceGameMode.RequestGameOver_BP
// (Event, Public, BlueprintEvent)
void ANoceGameMode::RequestGameOver_BP()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGameMode", "RequestGameOver_BP");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameNoce.NoceGameMode.RequestRestartMyGame
// (Final, Native, Public, BlueprintCallable)
void ANoceGameMode::RequestRestartMyGame()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGameMode", "RequestRestartMyGame");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceGameMode.RequestRestartMyGame_BP
// (Event, Public, BlueprintEvent)
void ANoceGameMode::RequestRestartMyGame_BP()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGameMode", "RequestRestartMyGame_BP");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameNoce.NoceGameMode.SetDebugPlayerAutoRevive
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceGameMode::SetDebugPlayerAutoRevive(bool InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGameMode", "SetDebugPlayerAutoRevive");
Params::NoceGameMode_SetDebugPlayerAutoRevive Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceGameMode.SetDebugPlayerAutoRevive_BP
// (Event, Public, BlueprintEvent)
// Parameters:
// bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceGameMode::SetDebugPlayerAutoRevive_BP(bool InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGameMode", "SetDebugPlayerAutoRevive_BP");
Params::NoceGameMode_SetDebugPlayerAutoRevive_BP Parms{};
Parms.InValue = InValue;
UObject::ProcessEvent(Func, &Parms);
}
// Function GameNoce.NoceGameMode.SetEnableGameOverFlow
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceGameMode::SetEnableGameOverFlow(bool InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGameMode", "SetEnableGameOverFlow");
Params::NoceGameMode_SetEnableGameOverFlow Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceGameMode.SetStoryEndingCleared
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENoceEndingType EndingType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceGameMode::SetStoryEndingCleared(ENoceEndingType EndingType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGameMode", "SetStoryEndingCleared");
Params::NoceGameMode_SetStoryEndingCleared Parms{};
Parms.EndingType = EndingType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceGameMode.SetWaitForRevive
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceGameMode::SetWaitForRevive(bool InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGameMode", "SetWaitForRevive");
Params::NoceGameMode_SetWaitForRevive Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceGameMode.ToggleDebugInfo
// (Final, Native, Public, BlueprintCallable)
void ANoceGameMode::ToggleDebugInfo()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGameMode", "ToggleDebugInfo");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceGameMode.IsInitializeCompleted
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceGameMode::IsInitializeCompleted() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGameMode", "IsInitializeCompleted");
Params::NoceGameMode_IsInitializeCompleted Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceNotebookContent.Init
// (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// const bool InIsVisible (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const bool InIsNew (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool InNeedTop (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool InNeedBottom (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceNotebookContent::Init(const bool InIsVisible, const bool InIsNew, bool InNeedTop, bool InNeedBottom, bool* NoUse)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceNotebookContent", "Init");
Params::NoceNotebookContent_Init Parms{};
Parms.InIsVisible = InIsVisible;
Parms.InIsNew = InIsNew;
Parms.InNeedTop = InNeedTop;
Parms.InNeedBottom = InNeedBottom;
UObject::ProcessEvent(Func, &Parms);
if (NoUse != nullptr)
*NoUse = Parms.NoUse;
}
// Function GameNoce.NoceNotebookContent.InitImage
// (Event, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// const bool InIsVisible (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const bool InIsNew (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const bool InIsDoodle (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FSoftObjectPath& InImage (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceNotebookContent::InitImage(const bool InIsVisible, const bool InIsNew, const bool InIsDoodle, const struct FSoftObjectPath& InImage, bool* NoUse)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceNotebookContent", "InitImage");
Params::NoceNotebookContent_InitImage Parms{};
Parms.InIsVisible = InIsVisible;
Parms.InIsNew = InIsNew;
Parms.InIsDoodle = InIsDoodle;
Parms.InImage = std::move(InImage);
UObject::ProcessEvent(Func, &Parms);
if (NoUse != nullptr)
*NoUse = Parms.NoUse;
}
// Function GameNoce.NoceNotebookContent.InitImageWithMask
// (Event, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// const bool InIsVisible (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const bool InIsNew (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const bool InIsDoodle (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FSoftObjectPath& InImage (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FSoftObjectPath& InMask (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceNotebookContent::InitImageWithMask(const bool InIsVisible, const bool InIsNew, const bool InIsDoodle, const struct FSoftObjectPath& InImage, const struct FSoftObjectPath& InMask, bool* NoUse)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceNotebookContent", "InitImageWithMask");
Params::NoceNotebookContent_InitImageWithMask Parms{};
Parms.InIsVisible = InIsVisible;
Parms.InIsNew = InIsNew;
Parms.InIsDoodle = InIsDoodle;
Parms.InImage = std::move(InImage);
Parms.InMask = std::move(InMask);
UObject::ProcessEvent(Func, &Parms);
if (NoUse != nullptr)
*NoUse = Parms.NoUse;
}
// Function GameNoce.NoceNotebookContent.InitText
// (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// const bool InIsVisible (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const bool InIsNew (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool InNeedTop (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool InNeedBottom (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FText& InText (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceNotebookContent::InitText(const bool InIsVisible, const bool InIsNew, bool InNeedTop, bool InNeedBottom, const class FText& InText, bool* NoUse)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceNotebookContent", "InitText");
Params::NoceNotebookContent_InitText Parms{};
Parms.InIsVisible = InIsVisible;
Parms.InIsNew = InIsNew;
Parms.InNeedTop = InNeedTop;
Parms.InNeedBottom = InNeedBottom;
Parms.InText = std::move(InText);
UObject::ProcessEvent(Func, &Parms);
if (NoUse != nullptr)
*NoUse = Parms.NoUse;
}
// Function GameNoce.NoceNotebookContent.OnFadeIn
// (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceNotebookContent::OnFadeIn(bool* NoUse)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceNotebookContent", "OnFadeIn");
Params::NoceNotebookContent_OnFadeIn Parms{};
UObject::ProcessEvent(Func, &Parms);
if (NoUse != nullptr)
*NoUse = Parms.NoUse;
}
// Function GameNoce.NoceGameProgressComponent.AddAdditionalProgressTag
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const struct FGameplayTag& InTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ENoceProgressType InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& Reason (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceGameProgressComponent::AddAdditionalProgressTag(const struct FGameplayTag& InTag, ENoceProgressType InType, const class FString& Reason)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGameProgressComponent", "AddAdditionalProgressTag");
Params::NoceGameProgressComponent_AddAdditionalProgressTag Parms{};
Parms.InTag = std::move(InTag);
Parms.InType = InType;
Parms.Reason = std::move(Reason);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGameProgressComponent.GetAdditionalProgressTag
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FGameplayTagContainer ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FGameplayTagContainer UNoceGameProgressComponent::GetAdditionalProgressTag()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGameProgressComponent", "GetAdditionalProgressTag");
Params::NoceGameProgressComponent_GetAdditionalProgressTag Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGameProgressComponent.GetHistoryAdditionalProgressTag
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FGameplayTagContainer ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FGameplayTagContainer UNoceGameProgressComponent::GetHistoryAdditionalProgressTag()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGameProgressComponent", "GetHistoryAdditionalProgressTag");
Params::NoceGameProgressComponent_GetHistoryAdditionalProgressTag Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGameProgressComponent.GetHistoryProgressTag
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FGameplayTagContainer ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FGameplayTagContainer UNoceGameProgressComponent::GetHistoryProgressTag()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGameProgressComponent", "GetHistoryProgressTag");
Params::NoceGameProgressComponent_GetHistoryProgressTag Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGameProgressComponent.GetProgressTag
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FGameplayTag ReturnValue (Parm, OutParm, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
struct FGameplayTag UNoceGameProgressComponent::GetProgressTag()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGameProgressComponent", "GetProgressTag");
Params::NoceGameProgressComponent_GetProgressTag Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGameProgressComponent.GetStateMachineProgressTag
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FGameplayTag ReturnValue (Parm, OutParm, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
struct FGameplayTag UNoceGameProgressComponent::GetStateMachineProgressTag()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGameProgressComponent", "GetStateMachineProgressTag");
Params::NoceGameProgressComponent_GetStateMachineProgressTag Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGameProgressComponent.HasAdditionalTagInHistory
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const struct FGameplayTag& InTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ExactMatch (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceGameProgressComponent::HasAdditionalTagInHistory(const struct FGameplayTag& InTag, bool ExactMatch)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGameProgressComponent", "HasAdditionalTagInHistory");
Params::NoceGameProgressComponent_HasAdditionalTagInHistory Parms{};
Parms.InTag = std::move(InTag);
Parms.ExactMatch = ExactMatch;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGameProgressComponent.HasAllAdditionalTag
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const struct FGameplayTagContainer& InTagContainer (Parm, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceGameProgressComponent::HasAllAdditionalTag(const struct FGameplayTagContainer& InTagContainer)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGameProgressComponent", "HasAllAdditionalTag");
Params::NoceGameProgressComponent_HasAllAdditionalTag Parms{};
Parms.InTagContainer = std::move(InTagContainer);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGameProgressComponent.HasAnyAdditionalTag
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const struct FGameplayTagContainer& InTagContainer (Parm, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceGameProgressComponent::HasAnyAdditionalTag(const struct FGameplayTagContainer& InTagContainer)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGameProgressComponent", "HasAnyAdditionalTag");
Params::NoceGameProgressComponent_HasAnyAdditionalTag Parms{};
Parms.InTagContainer = std::move(InTagContainer);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGameProgressComponent.HasTagInHistory
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const struct FGameplayTag& InTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ExactMatch (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceGameProgressComponent::HasTagInHistory(const struct FGameplayTag& InTag, bool ExactMatch)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGameProgressComponent", "HasTagInHistory");
Params::NoceGameProgressComponent_HasTagInHistory Parms{};
Parms.InTag = std::move(InTag);
Parms.ExactMatch = ExactMatch;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGameProgressComponent.OnProgressStateBegin
// (Final, Native, Public)
// Parameters:
// const struct FGameplayTag& StartCondition (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceGameProgressComponent::OnProgressStateBegin(const struct FGameplayTag& StartCondition)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGameProgressComponent", "OnProgressStateBegin");
Params::NoceGameProgressComponent_OnProgressStateBegin Parms{};
Parms.StartCondition = std::move(StartCondition);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceGameProgressComponent.RefreshDataLayerStatus
// (Final, Native, Public, BlueprintCallable)
void UNoceGameProgressComponent::RefreshDataLayerStatus()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGameProgressComponent", "RefreshDataLayerStatus");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceGameProgressComponent.RemoveAdditionalProgressTag
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const struct FGameplayTag& InTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceGameProgressComponent::RemoveAdditionalProgressTag(const struct FGameplayTag& InTag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGameProgressComponent", "RemoveAdditionalProgressTag");
Params::NoceGameProgressComponent_RemoveAdditionalProgressTag Parms{};
Parms.InTag = std::move(InTag);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGameProgressComponent.RemoveAdditionalProgressTags
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const struct FGameplayTagContainer& InTagContainer (Parm, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceGameProgressComponent::RemoveAdditionalProgressTags(const struct FGameplayTagContainer& InTagContainer)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGameProgressComponent", "RemoveAdditionalProgressTags");
Params::NoceGameProgressComponent_RemoveAdditionalProgressTags Parms{};
Parms.InTagContainer = std::move(InTagContainer);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGameProgressComponent.SetProgressTag
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const struct FGameplayTag& InTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ENoceProgressType InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& Reason (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceGameProgressComponent::SetProgressTag(const struct FGameplayTag& InTag, ENoceProgressType InType, const class FString& Reason)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGameProgressComponent", "SetProgressTag");
Params::NoceGameProgressComponent_SetProgressTag Parms{};
Parms.InTag = std::move(InTag);
Parms.InType = InType;
Parms.Reason = std::move(Reason);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLocalPlayer.GetSharedSettings
// (Final, Native, Public)
// Parameters:
// class UNoceSystemSaveGame* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UNoceSystemSaveGame* UNoceLocalPlayer::GetSharedSettings()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLocalPlayer", "GetSharedSettings");
Params::NoceLocalPlayer_GetSharedSettings Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLocalPlayer.GetLocalSettings
// (Final, Native, Public, Const)
// Parameters:
// class UNoceLocalGameUserSettings* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UNoceLocalGameUserSettings* UNoceLocalPlayer::GetLocalSettings() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLocalPlayer", "GetLocalSettings");
Params::NoceLocalPlayer_GetLocalSettings Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePauseListItemWidget.Init
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UObject* Object (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePauseListItemWidget::Init(class UObject* Object)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePauseListItemWidget", "Init");
Params::NocePauseListItemWidget_Init Parms{};
Parms.Object = Object;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePauseListItemWidget.UpdateDescription
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const class FText& InDescriptionText (Parm, NativeAccessSpecifierPublic)
void UNocePauseListItemWidget::UpdateDescription(const class FText& InDescriptionText)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePauseListItemWidget", "UpdateDescription");
Params::NocePauseListItemWidget_UpdateDescription Parms{};
Parms.InDescriptionText = std::move(InDescriptionText);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceGameProgressInterface.AddAdditionalProgressTag
// (Native, Public, BlueprintCallable)
// Parameters:
// const struct FGameplayTag& InTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ENoceProgressType InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& Reason (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool INoceGameProgressInterface::AddAdditionalProgressTag(const struct FGameplayTag& InTag, ENoceProgressType InType, const class FString& Reason)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("NoceGameProgressInterface", "AddAdditionalProgressTag");
Params::NoceGameProgressInterface_AddAdditionalProgressTag Parms{};
Parms.InTag = std::move(InTag);
Parms.InType = InType;
Parms.Reason = std::move(Reason);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGameProgressInterface.GetAdditionalProgressTagContainer
// (Native, Public, BlueprintCallable)
// Parameters:
// struct FGameplayTagContainer ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FGameplayTagContainer INoceGameProgressInterface::GetAdditionalProgressTagContainer()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("NoceGameProgressInterface", "GetAdditionalProgressTagContainer");
Params::NoceGameProgressInterface_GetAdditionalProgressTagContainer Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGameProgressInterface.GetBGMProgressTag
// (Native, Public, BlueprintCallable)
// Parameters:
// struct FGameplayTag ReturnValue (Parm, OutParm, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
struct FGameplayTag INoceGameProgressInterface::GetBGMProgressTag()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("NoceGameProgressInterface", "GetBGMProgressTag");
Params::NoceGameProgressInterface_GetBGMProgressTag Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGameProgressInterface.GetHistoryAdditionalProgressTagContainer
// (Native, Public, BlueprintCallable)
// Parameters:
// struct FGameplayTagContainer ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FGameplayTagContainer INoceGameProgressInterface::GetHistoryAdditionalProgressTagContainer()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("NoceGameProgressInterface", "GetHistoryAdditionalProgressTagContainer");
Params::NoceGameProgressInterface_GetHistoryAdditionalProgressTagContainer Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGameProgressInterface.GetHistoryProgressTagContainer
// (Native, Public, BlueprintCallable)
// Parameters:
// struct FGameplayTagContainer ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FGameplayTagContainer INoceGameProgressInterface::GetHistoryProgressTagContainer()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("NoceGameProgressInterface", "GetHistoryProgressTagContainer");
Params::NoceGameProgressInterface_GetHistoryProgressTagContainer Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGameProgressInterface.GetManipulatedProgress
// (Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool INoceGameProgressInterface::GetManipulatedProgress()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("NoceGameProgressInterface", "GetManipulatedProgress");
Params::NoceGameProgressInterface_GetManipulatedProgress Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGameProgressInterface.GetNewGameProgressTag
// (Native, Public, BlueprintCallable)
// Parameters:
// struct FGameplayTag ReturnValue (Parm, OutParm, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
struct FGameplayTag INoceGameProgressInterface::GetNewGameProgressTag()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("NoceGameProgressInterface", "GetNewGameProgressTag");
Params::NoceGameProgressInterface_GetNewGameProgressTag Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGameProgressInterface.GetProgressTag
// (Native, Public, BlueprintCallable)
// Parameters:
// struct FGameplayTag ReturnValue (Parm, OutParm, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
struct FGameplayTag INoceGameProgressInterface::GetProgressTag()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("NoceGameProgressInterface", "GetProgressTag");
Params::NoceGameProgressInterface_GetProgressTag Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGameProgressInterface.GetStateMachineProgressTag
// (Native, Public, BlueprintCallable)
// Parameters:
// struct FGameplayTag ReturnValue (Parm, OutParm, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
struct FGameplayTag INoceGameProgressInterface::GetStateMachineProgressTag()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("NoceGameProgressInterface", "GetStateMachineProgressTag");
Params::NoceGameProgressInterface_GetStateMachineProgressTag Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGameProgressInterface.HasAdditionalTag
// (Native, Public, BlueprintCallable)
// Parameters:
// const struct FGameplayTag& TargetTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool INoceGameProgressInterface::HasAdditionalTag(const struct FGameplayTag& TargetTag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("NoceGameProgressInterface", "HasAdditionalTag");
Params::NoceGameProgressInterface_HasAdditionalTag Parms{};
Parms.TargetTag = std::move(TargetTag);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGameProgressInterface.HasAllAdditionalTag
// (Native, Public, BlueprintCallable)
// Parameters:
// const struct FGameplayTagContainer& TargetTag (Parm, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool INoceGameProgressInterface::HasAllAdditionalTag(const struct FGameplayTagContainer& TargetTag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("NoceGameProgressInterface", "HasAllAdditionalTag");
Params::NoceGameProgressInterface_HasAllAdditionalTag Parms{};
Parms.TargetTag = std::move(TargetTag);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGameProgressInterface.HasAnyAdditionalTag
// (Native, Public, BlueprintCallable)
// Parameters:
// const struct FGameplayTagContainer& TargetTag (Parm, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool INoceGameProgressInterface::HasAnyAdditionalTag(const struct FGameplayTagContainer& TargetTag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("NoceGameProgressInterface", "HasAnyAdditionalTag");
Params::NoceGameProgressInterface_HasAnyAdditionalTag Parms{};
Parms.TargetTag = std::move(TargetTag);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGameProgressInterface.IsInDarkShrine
// (Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool INoceGameProgressInterface::IsInDarkShrine()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("NoceGameProgressInterface", "IsInDarkShrine");
Params::NoceGameProgressInterface_IsInDarkShrine Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGameProgressInterface.IsInEnding
// (Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool INoceGameProgressInterface::IsInEnding()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("NoceGameProgressInterface", "IsInEnding");
Params::NoceGameProgressInterface_IsInEnding Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGameProgressInterface.IsInEndingBranchDecidedChapter
// (Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool INoceGameProgressInterface::IsInEndingBranchDecidedChapter()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("NoceGameProgressInterface", "IsInEndingBranchDecidedChapter");
Params::NoceGameProgressInterface_IsInEndingBranchDecidedChapter Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGameProgressInterface.IsInExplore
// (Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool INoceGameProgressInterface::IsInExplore()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("NoceGameProgressInterface", "IsInExplore");
Params::NoceGameProgressInterface_IsInExplore Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGameProgressInterface.IsInHellMode
// (Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool INoceGameProgressInterface::IsInHellMode()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("NoceGameProgressInterface", "IsInHellMode");
Params::NoceGameProgressInterface_IsInHellMode Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGameProgressInterface.IsInMainStory
// (Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool INoceGameProgressInterface::IsInMainStory()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("NoceGameProgressInterface", "IsInMainStory");
Params::NoceGameProgressInterface_IsInMainStory Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGameProgressInterface.IsProgressReady
// (Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool INoceGameProgressInterface::IsProgressReady()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("NoceGameProgressInterface", "IsProgressReady");
Params::NoceGameProgressInterface_IsProgressReady Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGameProgressInterface.MatchProgressTag
// (Native, Public, BlueprintCallable)
// Parameters:
// const struct FGameplayTag& TargetTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool INoceGameProgressInterface::MatchProgressTag(const struct FGameplayTag& TargetTag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("NoceGameProgressInterface", "MatchProgressTag");
Params::NoceGameProgressInterface_MatchProgressTag Parms{};
Parms.TargetTag = std::move(TargetTag);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGameProgressInterface.RemoveAdditionalProgressTag
// (Native, Public, BlueprintCallable)
// Parameters:
// const struct FGameplayTag& InTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool INoceGameProgressInterface::RemoveAdditionalProgressTag(const struct FGameplayTag& InTag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("NoceGameProgressInterface", "RemoveAdditionalProgressTag");
Params::NoceGameProgressInterface_RemoveAdditionalProgressTag Parms{};
Parms.InTag = std::move(InTag);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGameProgressInterface.RemoveAdditionalProgressTags
// (Native, Public, BlueprintCallable)
// Parameters:
// const struct FGameplayTagContainer& InTagContainer (Parm, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool INoceGameProgressInterface::RemoveAdditionalProgressTags(const struct FGameplayTagContainer& InTagContainer)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("NoceGameProgressInterface", "RemoveAdditionalProgressTags");
Params::NoceGameProgressInterface_RemoveAdditionalProgressTags Parms{};
Parms.InTagContainer = std::move(InTagContainer);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGameProgressInterface.RemoveLeafAdditionalTags
// (Native, Public, BlueprintCallable)
// Parameters:
// const struct FGameplayTag& InParentTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool INoceGameProgressInterface::RemoveLeafAdditionalTags(const struct FGameplayTag& InParentTag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("NoceGameProgressInterface", "RemoveLeafAdditionalTags");
Params::NoceGameProgressInterface_RemoveLeafAdditionalTags Parms{};
Parms.InParentTag = std::move(InParentTag);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGameProgressInterface.SetBGMProgressTag
// (Native, Public, BlueprintCallable)
// Parameters:
// const struct FGameplayTag& InTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void INoceGameProgressInterface::SetBGMProgressTag(const struct FGameplayTag& InTag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("NoceGameProgressInterface", "SetBGMProgressTag");
Params::NoceGameProgressInterface_SetBGMProgressTag Parms{};
Parms.InTag = std::move(InTag);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceGameProgressInterface.SetProgressTag
// (Native, Public, BlueprintCallable)
// Parameters:
// const struct FGameplayTag& InTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ENoceProgressType InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& Reason (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool INoceGameProgressInterface::SetProgressTag(const struct FGameplayTag& InTag, ENoceProgressType InType, const class FString& Reason)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("NoceGameProgressInterface", "SetProgressTag");
Params::NoceGameProgressInterface_SetProgressTag Parms{};
Parms.InTag = std::move(InTag);
Parms.InType = InType;
Parms.Reason = std::move(Reason);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGameProgressInterface.UsedProgressDebug
// (Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool INoceGameProgressInterface::UsedProgressDebug()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("NoceGameProgressInterface", "UsedProgressDebug");
Params::NoceGameProgressInterface_UsedProgressDebug Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceMainmenuWidget.BP_NewGameWidgetByIntent
// (Event, Protected, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool InIsContinue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceMainmenuWidget::BP_NewGameWidgetByIntent(bool InIsContinue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceMainmenuWidget", "BP_NewGameWidgetByIntent");
Params::NoceMainmenuWidget_BP_NewGameWidgetByIntent Parms{};
Parms.InIsContinue = InIsContinue;
UObject::ProcessEvent(Func, &Parms);
}
// Function GameNoce.NoceMainmenuWidget.BP_SeamlessTravel
// (Event, Protected, BlueprintCallable, BlueprintEvent)
void UNoceMainmenuWidget::BP_SeamlessTravel()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceMainmenuWidget", "BP_SeamlessTravel");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameNoce.NoceMainmenuWidget.ClearCancelAction
// (Final, Native, Public, BlueprintCallable)
void UNoceMainmenuWidget::ClearCancelAction()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceMainmenuWidget", "ClearCancelAction");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceMainmenuWidget.CreateChapterListObjs
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const TArray<class FText>& ChapterNames (Parm, ZeroConstructor, NativeAccessSpecifierPublic)
// TArray<class UMainMenuListObject*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class UMainMenuListObject*> UNoceMainmenuWidget::CreateChapterListObjs(const TArray<class FText>& ChapterNames)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceMainmenuWidget", "CreateChapterListObjs");
Params::NoceMainmenuWidget_CreateChapterListObjs Parms{};
Parms.ChapterNames = std::move(ChapterNames);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceMainmenuWidget.CreateDevInfo
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceMainmenuWidget::CreateDevInfo()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceMainmenuWidget", "CreateDevInfo");
Params::NoceMainmenuWidget_CreateDevInfo Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceMainmenuWidget.CreateExploreListObjs
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const TArray<class FText>& ExploreNames (Parm, ZeroConstructor, NativeAccessSpecifierPublic)
// TArray<class UMainMenuListObject*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class UMainMenuListObject*> UNoceMainmenuWidget::CreateExploreListObjs(const TArray<class FText>& ExploreNames)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceMainmenuWidget", "CreateExploreListObjs");
Params::NoceMainmenuWidget_CreateExploreListObjs Parms{};
Parms.ExploreNames = std::move(ExploreNames);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceMainmenuWidget.ExecuteObj
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UMainMenuListObject* Obj (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceMainmenuWidget::ExecuteObj(class UMainMenuListObject* Obj)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceMainmenuWidget", "ExecuteObj");
Params::NoceMainmenuWidget_ExecuteObj Parms{};
Parms.Obj = Obj;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceMainmenuWidget.GetMainMenuListObjs
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// TArray<class UMainMenuListObject*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class UMainMenuListObject*> UNoceMainmenuWidget::GetMainMenuListObjs()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceMainmenuWidget", "GetMainMenuListObjs");
Params::NoceMainmenuWidget_GetMainMenuListObjs Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceMainmenuWidget.HasContinue
// (Event, Protected, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceMainmenuWidget::HasContinue()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceMainmenuWidget", "HasContinue");
Params::NoceMainmenuWidget_HasContinue Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function GameNoce.NoceMainmenuWidget.SetupCancelActionToMainMenu
// (Final, Native, Public, BlueprintCallable)
void UNoceMainmenuWidget::SetupCancelActionToMainMenu()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceMainmenuWidget", "SetupCancelActionToMainMenu");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceMainmenuWidget.ToChapter
// (Event, Protected, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceMainmenuWidget::ToChapter()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceMainmenuWidget", "ToChapter");
Params::NoceMainmenuWidget_ToChapter Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function GameNoce.NoceMainmenuWidget.ToChapterMenu
// (Event, Protected, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceMainmenuWidget::ToChapterMenu()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceMainmenuWidget", "ToChapterMenu");
Params::NoceMainmenuWidget_ToChapterMenu Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function GameNoce.NoceMainmenuWidget.ToChapterMenu2
// (Event, Protected, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceMainmenuWidget::ToChapterMenu2()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceMainmenuWidget", "ToChapterMenu2");
Params::NoceMainmenuWidget_ToChapterMenu2 Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function GameNoce.NoceMainmenuWidget.ToCombatTest
// (Event, Protected, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceMainmenuWidget::ToCombatTest()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceMainmenuWidget", "ToCombatTest");
Params::NoceMainmenuWidget_ToCombatTest Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function GameNoce.NoceMainmenuWidget.ToContinue
// (Event, Protected, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceMainmenuWidget::ToContinue()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceMainmenuWidget", "ToContinue");
Params::NoceMainmenuWidget_ToContinue Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function GameNoce.NoceMainmenuWidget.ToDemo
// (Event, Protected, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceMainmenuWidget::ToDemo()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceMainmenuWidget", "ToDemo");
Params::NoceMainmenuWidget_ToDemo Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function GameNoce.NoceMainmenuWidget.ToEndingList
// (Event, Protected, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceMainmenuWidget::ToEndingList()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceMainmenuWidget", "ToEndingList");
Params::NoceMainmenuWidget_ToEndingList Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function GameNoce.NoceMainmenuWidget.ToExitGame
// (Event, Protected, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceMainmenuWidget::ToExitGame()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceMainmenuWidget", "ToExitGame");
Params::NoceMainmenuWidget_ToExitGame Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function GameNoce.NoceMainmenuWidget.ToExplore
// (Event, Protected, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceMainmenuWidget::ToExplore()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceMainmenuWidget", "ToExplore");
Params::NoceMainmenuWidget_ToExplore Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function GameNoce.NoceMainmenuWidget.ToExploreMenu
// (Event, Protected, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceMainmenuWidget::ToExploreMenu()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceMainmenuWidget", "ToExploreMenu");
Params::NoceMainmenuWidget_ToExploreMenu Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function GameNoce.NoceMainmenuWidget.ToJPTest0
// (Event, Protected, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceMainmenuWidget::ToJPTest0()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceMainmenuWidget", "ToJPTest0");
Params::NoceMainmenuWidget_ToJPTest0 Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function GameNoce.NoceMainmenuWidget.ToJPTest1
// (Event, Protected, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceMainmenuWidget::ToJPTest1()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceMainmenuWidget", "ToJPTest1");
Params::NoceMainmenuWidget_ToJPTest1 Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function GameNoce.NoceMainmenuWidget.ToJPTest2
// (Event, Protected, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceMainmenuWidget::ToJPTest2()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceMainmenuWidget", "ToJPTest2");
Params::NoceMainmenuWidget_ToJPTest2 Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function GameNoce.NoceMainmenuWidget.ToJPTest3
// (Event, Protected, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceMainmenuWidget::ToJPTest3()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceMainmenuWidget", "ToJPTest3");
Params::NoceMainmenuWidget_ToJPTest3 Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function GameNoce.NoceMainmenuWidget.ToLoadGamePanel
// (Event, Protected, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceMainmenuWidget::ToLoadGamePanel()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceMainmenuWidget", "ToLoadGamePanel");
Params::NoceMainmenuWidget_ToLoadGamePanel Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function GameNoce.NoceMainmenuWidget.ToMainMenu
// (Event, Protected, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceMainmenuWidget::ToMainMenu()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceMainmenuWidget", "ToMainMenu");
Params::NoceMainmenuWidget_ToMainMenu Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function GameNoce.NoceMainmenuWidget.ToNewGame
// (Event, Protected, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceMainmenuWidget::ToNewGame()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceMainmenuWidget", "ToNewGame");
Params::NoceMainmenuWidget_ToNewGame Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function GameNoce.NoceMainmenuWidget.ToOption
// (Event, Protected, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceMainmenuWidget::ToOption()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceMainmenuWidget", "ToOption");
Params::NoceMainmenuWidget_ToOption Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function GameNoce.NoceGameSettingFunctionLibrary.ExecuteSettingAction
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UGameSettingAction* Action (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool MarkAsDirty (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceGameSettingFunctionLibrary::ExecuteSettingAction(class UGameSettingAction* Action, bool MarkAsDirty)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceGameSettingFunctionLibrary", "ExecuteSettingAction");
Params::NoceGameSettingFunctionLibrary_ExecuteSettingAction Parms{};
Parms.Action = Action;
Parms.MarkAsDirty = MarkAsDirty;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceGameSettingFunctionLibrary.GetOptionText
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// const class FString& InKey (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
class FText UNoceGameSettingFunctionLibrary::GetOptionText(const class FString& InKey)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceGameSettingFunctionLibrary", "GetOptionText");
Params::NoceGameSettingFunctionLibrary_GetOptionText Parms{};
Parms.InKey = std::move(InKey);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGameSettingFunctionLibrary.GetOptionTextWithTableID
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const class FName& InTableID (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& InKey (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
class FText UNoceGameSettingFunctionLibrary::GetOptionTextWithTableID(const class FName& InTableID, const class FString& InKey)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceGameSettingFunctionLibrary", "GetOptionTextWithTableID");
Params::NoceGameSettingFunctionLibrary_GetOptionTextWithTableID Parms{};
Parms.InTableID = InTableID;
Parms.InKey = std::move(InKey);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceNpcCharacter.Kill
// (Native, Public, BlueprintCallable)
void ANoceNpcCharacter::Kill()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceNpcCharacter", "Kill");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceNpcCharacter.ResetMovementState
// (Final, Native, Public, BlueprintCallable)
void ANoceNpcCharacter::ResetMovementState()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceNpcCharacter", "ResetMovementState");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceNpcCharacter.SetRootMotionScale
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float InScale (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceNpcCharacter::SetRootMotionScale(float InScale)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceNpcCharacter", "SetRootMotionScale");
Params::NoceNpcCharacter_SetRootMotionScale Parms{};
Parms.InScale = InScale;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceNpcCharacter.TryCreateRecord
// (Native, Public, BlueprintCallable)
void ANoceNpcCharacter::TryCreateRecord()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceNpcCharacter", "TryCreateRecord");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceGameSettingRegistry.BP_Init
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class ULocalPlayer* InLocalPlayer (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceGameSettingRegistry::BP_Init(class ULocalPlayer* InLocalPlayer)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGameSettingRegistry", "BP_Init");
Params::NoceGameSettingRegistry_BP_Init Parms{};
Parms.InLocalPlayer = InLocalPlayer;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceGameSettingRegistry.BP_SaveChanges
// (Final, Native, Public, BlueprintCallable)
void UNoceGameSettingRegistry::BP_SaveChanges()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGameSettingRegistry", "BP_SaveChanges");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceGameState.GetGameProgressTag
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FGameplayTag ReturnValue (Parm, OutParm, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
struct FGameplayTag ANoceGameState::GetGameProgressTag()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGameState", "GetGameProgressTag");
Params::NoceGameState_GetGameProgressTag Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGameState.GetProgressStateInstanceStack
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// TSubclassOf<class USMStateInstance> StateClass (Parm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bCheckNested (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bIncludeChildren (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class USMStateInstance_Base* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class USMStateInstance_Base* ANoceGameState::GetProgressStateInstanceStack(TSubclassOf<class USMStateInstance> StateClass, bool bCheckNested, bool bIncludeChildren)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGameState", "GetProgressStateInstanceStack");
Params::NoceGameState_GetProgressStateInstanceStack Parms{};
Parms.StateClass = StateClass;
Parms.bCheckNested = bCheckNested;
Parms.bIncludeChildren = bIncludeChildren;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGameState.IsDarkHinakoChapter
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FGameplayTag& InTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ENoceRoundType InRound (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceGameState::IsDarkHinakoChapter(const struct FGameplayTag& InTag, ENoceRoundType InRound)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGameState", "IsDarkHinakoChapter");
Params::NoceGameState_IsDarkHinakoChapter Parms{};
Parms.InTag = std::move(InTag);
Parms.InRound = InRound;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGameState.IsDarkShrine
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FGameplayTag& InTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceGameState::IsDarkShrine(const struct FGameplayTag& InTag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGameState", "IsDarkShrine");
Params::NoceGameState_IsDarkShrine Parms{};
Parms.InTag = std::move(InTag);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGameState.IsEnding
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FGameplayTag& InTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceGameState::IsEnding(const struct FGameplayTag& InTag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGameState", "IsEnding");
Params::NoceGameState_IsEnding Parms{};
Parms.InTag = std::move(InTag);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGameState.IsEndingBranchDecidedChapter
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FGameplayTag& InTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceGameState::IsEndingBranchDecidedChapter(const struct FGameplayTag& InTag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGameState", "IsEndingBranchDecidedChapter");
Params::NoceGameState_IsEndingBranchDecidedChapter Parms{};
Parms.InTag = std::move(InTag);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGameState.IsExploreMode
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FGameplayTag& InTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceGameState::IsExploreMode(const struct FGameplayTag& InTag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGameState", "IsExploreMode");
Params::NoceGameState_IsExploreMode Parms{};
Parms.InTag = std::move(InTag);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGameState.IsHellMode
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FGameplayTag& InTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceGameState::IsHellMode(const struct FGameplayTag& InTag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGameState", "IsHellMode");
Params::NoceGameState_IsHellMode Parms{};
Parms.InTag = std::move(InTag);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGameState.IsInChapter
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// ENoceChapterType InChapterType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceGameState::IsInChapter(ENoceChapterType InChapterType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGameState", "IsInChapter");
Params::NoceGameState_IsInChapter Parms{};
Parms.InChapterType = InChapterType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGameState.IsInEndGame
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceGameState::IsInEndGame()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGameState", "IsInEndGame");
Params::NoceGameState_IsInEndGame Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGameState.IsMainStory
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FGameplayTag& InTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceGameState::IsMainStory(const struct FGameplayTag& InTag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGameState", "IsMainStory");
Params::NoceGameState_IsMainStory Parms{};
Parms.InTag = std::move(InTag);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGameState.OnGameInitialized
// (Final, Native, Public)
void ANoceGameState::OnGameInitialized()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGameState", "OnGameInitialized");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceGameState.OnPlayerReady
// (Final, Native, Public)
void ANoceGameState::OnPlayerReady()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGameState", "OnPlayerReady");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePickPreviewImageWidgetBase.ShowItem
// (Native, Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// const ENoceInventoryType& Type (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FName& ID (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePickPreviewImageWidgetBase::ShowItem(const ENoceInventoryType& Type, const class FName& ID, bool* NoUse)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickPreviewImageWidgetBase", "ShowItem");
Params::NocePickPreviewImageWidgetBase_ShowItem Parms{};
Parms.Type = Type;
Parms.ID = ID;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (NoUse != nullptr)
*NoUse = Parms.NoUse;
}
// Function GameNoce.NoceGASFunctionLibrary.GetPrimaryAbilityHandleFromClass
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UAbilitySystemComponent* AbilitySystemComponent (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSubclassOf<class UGameplayAbility> InAbilityClass (Parm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayAbilitySpecHandle ReturnValue (Parm, OutParm, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
struct FGameplayAbilitySpecHandle UNoceGASFunctionLibrary::GetPrimaryAbilityHandleFromClass(class UAbilitySystemComponent* AbilitySystemComponent, TSubclassOf<class UGameplayAbility> InAbilityClass)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceGASFunctionLibrary", "GetPrimaryAbilityHandleFromClass");
Params::NoceGASFunctionLibrary_GetPrimaryAbilityHandleFromClass Parms{};
Parms.AbilitySystemComponent = AbilitySystemComponent;
Parms.InAbilityClass = InAbilityClass;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGASFunctionLibrary.GetPrimaryAbilityInstanceFromClass
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UAbilitySystemComponent* AbilitySystemComponent (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSubclassOf<class UGameplayAbility> InAbilityClass (Parm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UNoceGameplayAbility* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UNoceGameplayAbility* UNoceGASFunctionLibrary::GetPrimaryAbilityInstanceFromClass(class UAbilitySystemComponent* AbilitySystemComponent, TSubclassOf<class UGameplayAbility> InAbilityClass)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceGASFunctionLibrary", "GetPrimaryAbilityInstanceFromClass");
Params::NoceGASFunctionLibrary_GetPrimaryAbilityInstanceFromClass Parms{};
Parms.AbilitySystemComponent = AbilitySystemComponent;
Parms.InAbilityClass = InAbilityClass;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGASFunctionLibrary.GetPrimaryAbilityInstanceFromHandle
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UAbilitySystemComponent* AbilitySystemComponent (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayAbilitySpecHandle&Handle (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UNoceGameplayAbility* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UNoceGameplayAbility* UNoceGASFunctionLibrary::GetPrimaryAbilityInstanceFromHandle(class UAbilitySystemComponent* AbilitySystemComponent, const struct FGameplayAbilitySpecHandle& Handle)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceGASFunctionLibrary", "GetPrimaryAbilityInstanceFromHandle");
Params::NoceGASFunctionLibrary_GetPrimaryAbilityInstanceFromHandle Parms{};
Parms.AbilitySystemComponent = AbilitySystemComponent;
Parms.Handle = std::move(Handle);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGASFunctionLibrary.IsPrimaryAbilityInstanceActive
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UAbilitySystemComponent* AbilitySystemComponent (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayAbilitySpecHandle&Handle (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceGASFunctionLibrary::IsPrimaryAbilityInstanceActive(class UAbilitySystemComponent* AbilitySystemComponent, const struct FGameplayAbilitySpecHandle& Handle)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceGASFunctionLibrary", "IsPrimaryAbilityInstanceActive");
Params::NoceGASFunctionLibrary_IsPrimaryAbilityInstanceActive Parms{};
Parms.AbilitySystemComponent = AbilitySystemComponent;
Parms.Handle = std::move(Handle);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGA_DetectEnemyInSight.End
// (Final, Native, Public, BlueprintCallable)
void UNoceGA_DetectEnemyInSight::End()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGA_DetectEnemyInSight", "End");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceGA_DetectEnemyInSight.HandleCombatAmbushed
// (Event, Public, BlueprintEvent)
void UNoceGA_DetectEnemyInSight::HandleCombatAmbushed()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGA_DetectEnemyInSight", "HandleCombatAmbushed");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameNoce.NoceGA_DetectEnemyInSight.HandleCombatEnded
// (Event, Public, BlueprintEvent)
void UNoceGA_DetectEnemyInSight::HandleCombatEnded()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGA_DetectEnemyInSight", "HandleCombatEnded");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameNoce.NoceGA_DetectEnemyInSight.HandleCombatEngaged
// (Event, Public, BlueprintEvent)
void UNoceGA_DetectEnemyInSight::HandleCombatEngaged()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGA_DetectEnemyInSight", "HandleCombatEngaged");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameNoce.NoceGA_DetectEnemyInSight.HandleCombatEscaped
// (Event, Public, BlueprintEvent)
void UNoceGA_DetectEnemyInSight::HandleCombatEscaped()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGA_DetectEnemyInSight", "HandleCombatEscaped");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameNoce.NoceGA_DetectEnemyInSight.HandleCombatWave
// (Event, Public, BlueprintEvent)
void UNoceGA_DetectEnemyInSight::HandleCombatWave()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGA_DetectEnemyInSight", "HandleCombatWave");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameNoce.NoceGA_DetectEnemyInSight.HandleSeeingResurrectEnemies
// (Event, Public, BlueprintEvent)
void UNoceGA_DetectEnemyInSight::HandleSeeingResurrectEnemies()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGA_DetectEnemyInSight", "HandleSeeingResurrectEnemies");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameNoce.NoceGA_DetectEnemyInSight.Initialize
// (Final, Native, Public, BlueprintCallable)
void UNoceGA_DetectEnemyInSight::Initialize()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGA_DetectEnemyInSight", "Initialize");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceGA_DetectEnemyInSight.OnEnemyInSightChanged
// (Event, Public, BlueprintEvent)
// Parameters:
// bool NewEnemyInSight (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceGA_DetectEnemyInSight::OnEnemyInSightChanged(bool NewEnemyInSight)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGA_DetectEnemyInSight", "OnEnemyInSightChanged");
Params::NoceGA_DetectEnemyInSight_OnEnemyInSightChanged Parms{};
Parms.NewEnemyInSight = NewEnemyInSight;
UObject::ProcessEvent(Func, &Parms);
}
// Function GameNoce.NoceGA_DetectEnemyInSight.OnPlayerDamaged
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor* InAttacker (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName InComboName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InHealthDamager (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceGA_DetectEnemyInSight::OnPlayerDamaged(class AActor* InAttacker, class FName InComboName, float InHealthDamager)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGA_DetectEnemyInSight", "OnPlayerDamaged");
Params::NoceGA_DetectEnemyInSight_OnPlayerDamaged Parms{};
Parms.InAttacker = InAttacker;
Parms.InComboName = InComboName;
Parms.InHealthDamager = InHealthDamager;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceGA_DetectEnemyInSight.OnSeeingEnemyChanged
// (Event, Public, BlueprintEvent)
// Parameters:
// bool NewSeeingEnemey (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceGA_DetectEnemyInSight::OnSeeingEnemyChanged(bool NewSeeingEnemey)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGA_DetectEnemyInSight", "OnSeeingEnemyChanged");
Params::NoceGA_DetectEnemyInSight_OnSeeingEnemyChanged Parms{};
Parms.NewSeeingEnemey = NewSeeingEnemey;
UObject::ProcessEvent(Func, &Parms);
}
// Function GameNoce.NoceGA_DetectEnemyInSight.Update
// (Final, Native, Public, BlueprintCallable)
void UNoceGA_DetectEnemyInSight::Update()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGA_DetectEnemyInSight", "Update");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceGeneralHintWidget.GetFirstNotebookIDInfo
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// ENoceNotebookType* OutType (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName* OutID (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceGeneralHintWidget::GetFirstNotebookIDInfo(ENoceNotebookType* OutType, class FName* OutID)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGeneralHintWidget", "GetFirstNotebookIDInfo");
Params::NoceGeneralHintWidget_GetFirstNotebookIDInfo Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutType != nullptr)
*OutType = Parms.OutType;
if (OutID != nullptr)
*OutID = Parms.OutID;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGeneralHintWidget.Hide
// (Final, Native, Public, BlueprintCallable)
void UNoceGeneralHintWidget::Hide()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGeneralHintWidget", "Hide");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceGeneralHintWidget.HideHint
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const class FText& InText (Parm, NativeAccessSpecifierPublic)
void UNoceGeneralHintWidget::HideHint(const class FText& InText)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGeneralHintWidget", "HideHint");
Params::NoceGeneralHintWidget_HideHint Parms{};
Parms.InText = std::move(InText);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceGeneralHintWidget.HideLine
// (Final, Native, Public, BlueprintCallable)
void UNoceGeneralHintWidget::HideLine()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGeneralHintWidget", "HideLine");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceGeneralHintWidget.OnEnterEvent
// (Final, Native, Protected)
void UNoceGeneralHintWidget::OnEnterEvent()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGeneralHintWidget", "OnEnterEvent");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceGeneralHintWidget.OnSettingChanged
// (Final, Native, Protected)
// Parameters:
// class UNoceSystemSaveGame* SystemSave (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceGeneralHintWidget::OnSettingChanged(class UNoceSystemSaveGame* SystemSave)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGeneralHintWidget", "OnSettingChanged");
Params::NoceGeneralHintWidget_OnSettingChanged Parms{};
Parms.SystemSave = SystemSave;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceGeneralHintWidget.OnUsingGimmick
// (Final, Native, Protected)
// Parameters:
// bool IsUsing (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceGeneralHintWidget::OnUsingGimmick(bool IsUsing)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGeneralHintWidget", "OnUsingGimmick");
Params::NoceGeneralHintWidget_OnUsingGimmick Parms{};
Parms.IsUsing = IsUsing;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceGeneralHintWidget.Show
// (Final, Native, Public, BlueprintCallable)
void UNoceGeneralHintWidget::Show()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGeneralHintWidget", "Show");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceGeneralHintWidget.ShowHint
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const class FText& InText (Parm, NativeAccessSpecifierPublic)
// float InDuration (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceGeneralHintWidget::ShowHint(const class FText& InText, float InDuration)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGeneralHintWidget", "ShowHint");
Params::NoceGeneralHintWidget_ShowHint Parms{};
Parms.InText = std::move(InText);
Parms.InDuration = InDuration;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceGeneralHintWidget.ShowNotebookUpdateWithID
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENoceNotebookType InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName InNotebookID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceGeneralHintWidget::ShowNotebookUpdateWithID(ENoceNotebookType InType, class FName InNotebookID)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGeneralHintWidget", "ShowNotebookUpdateWithID");
Params::NoceGeneralHintWidget_ShowNotebookUpdateWithID Parms{};
Parms.InType = InType;
Parms.InNotebookID = InNotebookID;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceGeneralHintWidget.ShowTutorial
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName InNotebookID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool InHasNotebookID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FText& InText (Parm, NativeAccessSpecifierPublic)
// float InDuration (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ENoceNotebookType InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceGeneralHintWidget::ShowTutorial(class FName InNotebookID, bool InHasNotebookID, const class FText& InText, float InDuration, ENoceNotebookType InType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGeneralHintWidget", "ShowTutorial");
Params::NoceGeneralHintWidget_ShowTutorial Parms{};
Parms.InNotebookID = InNotebookID;
Parms.InHasNotebookID = InHasNotebookID;
Parms.InText = std::move(InText);
Parms.InDuration = InDuration;
Parms.InType = InType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceGlobalDelegates.HandleGameInstanceShutdown
// (Final, Native, Public)
void UNoceGlobalDelegates::HandleGameInstanceShutdown()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGlobalDelegates", "HandleGameInstanceShutdown");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceGlobalDelegates.IsInExamineMode
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceGlobalDelegates::IsInExamineMode()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGlobalDelegates", "IsInExamineMode");
Params::NoceGlobalDelegates_IsInExamineMode Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGlobalDelegates.IsInNotebookOpen
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceGlobalDelegates::IsInNotebookOpen()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGlobalDelegates", "IsInNotebookOpen");
Params::NoceGlobalDelegates_IsInNotebookOpen Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGlobalDelegates.IsUsingGimmick
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceGlobalDelegates::IsUsingGimmick()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGlobalDelegates", "IsUsingGimmick");
Params::NoceGlobalDelegates_IsUsingGimmick Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGlobalDelegates.OnHandleSkipSequence
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName InDataRowName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceGlobalDelegates::OnHandleSkipSequence(class FName InDataRowName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGlobalDelegates", "OnHandleSkipSequence");
Params::NoceGlobalDelegates_OnHandleSkipSequence Parms{};
Parms.InDataRowName = InDataRowName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceGlobalDelegates.ResetEventState
// (Final, Native, Public)
void UNoceGlobalDelegates::ResetEventState()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGlobalDelegates", "ResetEventState");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceGlobalDelegates.ResetStatus
// (Final, Native, Public, BlueprintCallable)
void UNoceGlobalDelegates::ResetStatus()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGlobalDelegates", "ResetStatus");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceGlobalDelegates.SetExamineMode
// (Final, Native, Public)
// Parameters:
// bool IsEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceGlobalDelegates::SetExamineMode(bool IsEnable)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGlobalDelegates", "SetExamineMode");
Params::NoceGlobalDelegates_SetExamineMode Parms{};
Parms.IsEnable = IsEnable;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceGlobalDelegates.SetInEvent
// (Final, Native, Public)
// Parameters:
// bool IsEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ENoceEventModeType InEventModeType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ENoceCineEventUserType InCineEventUserType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceGlobalDelegates::SetInEvent(bool IsEnable, ENoceEventModeType InEventModeType, ENoceCineEventUserType InCineEventUserType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGlobalDelegates", "SetInEvent");
Params::NoceGlobalDelegates_SetInEvent Parms{};
Parms.IsEnable = IsEnable;
Parms.InEventModeType = InEventModeType;
Parms.InCineEventUserType = InCineEventUserType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceGlobalDelegates.SetNotebookOpen
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool IsOpen (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceGlobalDelegates::SetNotebookOpen(bool IsOpen)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGlobalDelegates", "SetNotebookOpen");
Params::NoceGlobalDelegates_SetNotebookOpen Parms{};
Parms.IsOpen = IsOpen;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceGlobalDelegates.SetPlaySequenceStateSeqActor
// (Final, Native, Public)
// Parameters:
// class AActor* InSeqActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceGlobalDelegates::SetPlaySequenceStateSeqActor(class AActor* InSeqActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGlobalDelegates", "SetPlaySequenceStateSeqActor");
Params::NoceGlobalDelegates_SetPlaySequenceStateSeqActor Parms{};
Parms.InSeqActor = InSeqActor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceGlobalDelegates.SetUsingGimmick
// (Final, Native, Public)
// Parameters:
// bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceGlobalDelegates::SetUsingGimmick(bool InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGlobalDelegates", "SetUsingGimmick");
Params::NoceGlobalDelegates_SetUsingGimmick Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceGlobalDelegates.GetCineEventUserType
// (Final, Native, Public, Const)
// Parameters:
// ENoceCineEventUserType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ENoceCineEventUserType UNoceGlobalDelegates::GetCineEventUserType() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGlobalDelegates", "GetCineEventUserType");
Params::NoceGlobalDelegates_GetCineEventUserType Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGlobalDelegates.GetEventModeType
// (Final, Native, Public, Const)
// Parameters:
// ENoceEventModeType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ENoceEventModeType UNoceGlobalDelegates::GetEventModeType() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGlobalDelegates", "GetEventModeType");
Params::NoceGlobalDelegates_GetEventModeType Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGlobalDelegates.GetPlaySequenceStateSeqActor
// (Final, Native, Public, Const)
// Parameters:
// class AActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AActor* UNoceGlobalDelegates::GetPlaySequenceStateSeqActor() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGlobalDelegates", "GetPlaySequenceStateSeqActor");
Params::NoceGlobalDelegates_GetPlaySequenceStateSeqActor Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGlobalDelegates.IsInEvent
// (Final, Native, Public, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceGlobalDelegates::IsInEvent() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceGlobalDelegates", "IsInEvent");
Params::NoceGlobalDelegates_IsInEvent Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePostProcessVolume.OnExitNotebook
// (Final, Native, Protected)
void ANocePostProcessVolume::OnExitNotebook()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePostProcessVolume", "OnExitNotebook");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePostProcessVolume.OnGameProgressChanged
// (Final, Native, Protected)
// Parameters:
// const struct FGameplayTag& NewTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePostProcessVolume::OnGameProgressChanged(const struct FGameplayTag& NewTag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePostProcessVolume", "OnGameProgressChanged");
Params::NocePostProcessVolume_OnGameProgressChanged Parms{};
Parms.NewTag = std::move(NewTag);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePostProcessVolume.OnGameProgressInitialized
// (Final, Native, Protected)
// Parameters:
// const struct FGameplayTag& NewTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePostProcessVolume::OnGameProgressInitialized(const struct FGameplayTag& NewTag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePostProcessVolume", "OnGameProgressInitialized");
Params::NocePostProcessVolume_OnGameProgressInitialized Parms{};
Parms.NewTag = std::move(NewTag);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePostProcessVolume.OnOpenNotebook
// (Final, Native, Protected)
void ANocePostProcessVolume::OnOpenNotebook()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePostProcessVolume", "OnOpenNotebook");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceGraphicOptionFunctionLibrary.GetAASuperSamplingModes
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// bool IsResolution4K (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<ENoceGraphicAASuperSamplingMode>*OutAvailableModes (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
void UNoceGraphicOptionFunctionLibrary::GetAASuperSamplingModes(bool IsResolution4K, TArray<ENoceGraphicAASuperSamplingMode>* OutAvailableModes)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceGraphicOptionFunctionLibrary", "GetAASuperSamplingModes");
Params::NoceGraphicOptionFunctionLibrary_GetAASuperSamplingModes Parms{};
Parms.IsResolution4K = IsResolution4K;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutAvailableModes != nullptr)
*OutAvailableModes = std::move(Parms.OutAvailableModes);
}
// Function GameNoce.NoceGraphicOptionFunctionLibrary.IsHardwardRaytracingSupported
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceGraphicOptionFunctionLibrary::IsHardwardRaytracingSupported()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceGraphicOptionFunctionLibrary", "IsHardwardRaytracingSupported");
Params::NoceGraphicOptionFunctionLibrary_IsHardwardRaytracingSupported Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceGraphicOptionFunctionLibrary.SetAASuperSamplingMode
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// ENoceGraphicAASuperSamplingMode InMode (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceGraphicOptionFunctionLibrary::SetAASuperSamplingMode(ENoceGraphicAASuperSamplingMode InMode)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceGraphicOptionFunctionLibrary", "SetAASuperSamplingMode");
Params::NoceGraphicOptionFunctionLibrary_SetAASuperSamplingMode Parms{};
Parms.InMode = InMode;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceGraphicOptionFunctionLibrary.SetAASuperSamplingQuality
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// ENoceGraphicAASuperSamplingMode InMode (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// uint8 InQuality (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceGraphicOptionFunctionLibrary::SetAASuperSamplingQuality(ENoceGraphicAASuperSamplingMode InMode, uint8 InQuality)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceGraphicOptionFunctionLibrary", "SetAASuperSamplingQuality");
Params::NoceGraphicOptionFunctionLibrary_SetAASuperSamplingQuality Parms{};
Parms.InMode = InMode;
Parms.InQuality = InQuality;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceGraphicOptionFunctionLibrary.SetDepthOfField
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// bool bEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceGraphicOptionFunctionLibrary::SetDepthOfField(bool bEnable)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceGraphicOptionFunctionLibrary", "SetDepthOfField");
Params::NoceGraphicOptionFunctionLibrary_SetDepthOfField Parms{};
Parms.bEnable = bEnable;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceGraphicOptionFunctionLibrary.SetFakeBackBufferSize
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// int32 InWidth (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 InHeight (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceGraphicOptionFunctionLibrary::SetFakeBackBufferSize(int32 InWidth, int32 InHeight)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceGraphicOptionFunctionLibrary", "SetFakeBackBufferSize");
Params::NoceGraphicOptionFunctionLibrary_SetFakeBackBufferSize Parms{};
Parms.InWidth = InWidth;
Parms.InHeight = InHeight;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceGraphicOptionFunctionLibrary.SetGlobalIlluminationMode
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// uint8 InMode (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceGraphicOptionFunctionLibrary::SetGlobalIlluminationMode(uint8 InMode)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceGraphicOptionFunctionLibrary", "SetGlobalIlluminationMode");
Params::NoceGraphicOptionFunctionLibrary_SetGlobalIlluminationMode Parms{};
Parms.InMode = InMode;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceGraphicOptionFunctionLibrary.SetHardwardRaytracing
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// bool bEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceGraphicOptionFunctionLibrary::SetHardwardRaytracing(bool bEnable)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceGraphicOptionFunctionLibrary", "SetHardwardRaytracing");
Params::NoceGraphicOptionFunctionLibrary_SetHardwardRaytracing Parms{};
Parms.bEnable = bEnable;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceGraphicOptionFunctionLibrary.SetMotionBlur
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// bool bEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceGraphicOptionFunctionLibrary::SetMotionBlur(bool bEnable)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceGraphicOptionFunctionLibrary", "SetMotionBlur");
Params::NoceGraphicOptionFunctionLibrary_SetMotionBlur Parms{};
Parms.bEnable = bEnable;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceGraphicOptionFunctionLibrary.SetPaniniDistortion
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// float InVal (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceGraphicOptionFunctionLibrary::SetPaniniDistortion(float InVal)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceGraphicOptionFunctionLibrary", "SetPaniniDistortion");
Params::NoceGraphicOptionFunctionLibrary_SetPaniniDistortion Parms{};
Parms.InVal = InVal;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceGraphicOptionFunctionLibrary.SetPaniniVerticalCompression
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// float InVal (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceGraphicOptionFunctionLibrary::SetPaniniVerticalCompression(float InVal)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceGraphicOptionFunctionLibrary", "SetPaniniVerticalCompression");
Params::NoceGraphicOptionFunctionLibrary_SetPaniniVerticalCompression Parms{};
Parms.InVal = InVal;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceGraphicOptionFunctionLibrary.SetReflectionMode
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// uint8 InMode (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceGraphicOptionFunctionLibrary::SetReflectionMode(uint8 InMode)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceGraphicOptionFunctionLibrary", "SetReflectionMode");
Params::NoceGraphicOptionFunctionLibrary_SetReflectionMode Parms{};
Parms.InMode = InMode;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceGraphicOptionFunctionLibrary.SetScalability_Effects
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// uint8 InMode (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceGraphicOptionFunctionLibrary::SetScalability_Effects(uint8 InMode)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceGraphicOptionFunctionLibrary", "SetScalability_Effects");
Params::NoceGraphicOptionFunctionLibrary_SetScalability_Effects Parms{};
Parms.InMode = InMode;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceGraphicOptionFunctionLibrary.SetScalability_PostProcessing
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// uint8 InMode (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceGraphicOptionFunctionLibrary::SetScalability_PostProcessing(uint8 InMode)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceGraphicOptionFunctionLibrary", "SetScalability_PostProcessing");
Params::NoceGraphicOptionFunctionLibrary_SetScalability_PostProcessing Parms{};
Parms.InMode = InMode;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceGraphicOptionFunctionLibrary.SetScalability_Shadows
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// uint8 InMode (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceGraphicOptionFunctionLibrary::SetScalability_Shadows(uint8 InMode)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceGraphicOptionFunctionLibrary", "SetScalability_Shadows");
Params::NoceGraphicOptionFunctionLibrary_SetScalability_Shadows Parms{};
Parms.InMode = InMode;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceGraphicOptionFunctionLibrary.SetScalability_Textures
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// uint8 InMode (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceGraphicOptionFunctionLibrary::SetScalability_Textures(uint8 InMode)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceGraphicOptionFunctionLibrary", "SetScalability_Textures");
Params::NoceGraphicOptionFunctionLibrary_SetScalability_Textures Parms{};
Parms.InMode = InMode;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceGraphicOptionFunctionLibrary.SetScalability_ViewDistance
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// uint8 InMode (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceGraphicOptionFunctionLibrary::SetScalability_ViewDistance(uint8 InMode)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceGraphicOptionFunctionLibrary", "SetScalability_ViewDistance");
Params::NoceGraphicOptionFunctionLibrary_SetScalability_ViewDistance Parms{};
Parms.InMode = InMode;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerAnimBankByProgressComp.OnChangedWeapon
// (Final, Native, Private)
// Parameters:
// class ANoceWeapon* InNewWeapon (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerAnimBankByProgressComp::OnChangedWeapon(class ANoceWeapon* InNewWeapon)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerAnimBankByProgressComp", "OnChangedWeapon");
Params::NocePlayerAnimBankByProgressComp_OnChangedWeapon Parms{};
Parms.InNewWeapon = InNewWeapon;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePickupsHelperSubsystem.RegisterPickup
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class ANocePickupBase* Pickup (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePickupsHelperSubsystem::RegisterPickup(class ANocePickupBase* Pickup)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickupsHelperSubsystem", "RegisterPickup");
Params::NocePickupsHelperSubsystem_RegisterPickup Parms{};
Parms.Pickup = Pickup;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePickupsHelperSubsystem.RegisterPickupsPoint
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class ANocePickupsPoint* PickupsPoint (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePickupsHelperSubsystem::RegisterPickupsPoint(class ANocePickupsPoint* PickupsPoint)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickupsHelperSubsystem", "RegisterPickupsPoint");
Params::NocePickupsHelperSubsystem_RegisterPickupsPoint Parms{};
Parms.PickupsPoint = PickupsPoint;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePickupsHelperSubsystem.RegisterRummage
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class ANoceInteractableBase* Rummage (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePickupsHelperSubsystem::RegisterRummage(class ANoceInteractableBase* Rummage)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickupsHelperSubsystem", "RegisterRummage");
Params::NocePickupsHelperSubsystem_RegisterRummage Parms{};
Parms.Rummage = Rummage;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePickupsHelperSubsystem.UnregisterPickup
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class ANocePickupBase* Pickup (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePickupsHelperSubsystem::UnregisterPickup(class ANocePickupBase* Pickup)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickupsHelperSubsystem", "UnregisterPickup");
Params::NocePickupsHelperSubsystem_UnregisterPickup Parms{};
Parms.Pickup = Pickup;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePickupsHelperSubsystem.UnregisterPickupsPoint
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class ANocePickupsPoint* PickupsPoint (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePickupsHelperSubsystem::UnregisterPickupsPoint(class ANocePickupsPoint* PickupsPoint)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickupsHelperSubsystem", "UnregisterPickupsPoint");
Params::NocePickupsHelperSubsystem_UnregisterPickupsPoint Parms{};
Parms.PickupsPoint = PickupsPoint;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePickupsHelperSubsystem.UnregisterRummage
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class ANoceInteractableBase* Rummage (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePickupsHelperSubsystem::UnregisterRummage(class ANoceInteractableBase* Rummage)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickupsHelperSubsystem", "UnregisterRummage");
Params::NocePickupsHelperSubsystem_UnregisterRummage Parms{};
Parms.Rummage = Rummage;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerBroochComponent.HandleOnAddItem
// (Final, Native, Protected)
// Parameters:
// ENoceInventoryType InItemType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName InItemName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerBroochComponent::HandleOnAddItem(ENoceInventoryType InItemType, class FName InItemName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerBroochComponent", "HandleOnAddItem");
Params::NocePlayerBroochComponent_HandleOnAddItem Parms{};
Parms.InItemType = InItemType;
Parms.InItemName = InItemName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerBroochComponent.HandleOnPossessed
// (Final, Native, Protected)
// Parameters:
// bool InPossessed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerBroochComponent::HandleOnPossessed(bool InPossessed)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerBroochComponent", "HandleOnPossessed");
Params::NocePlayerBroochComponent_HandleOnPossessed Parms{};
Parms.InPossessed = InPossessed;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerBroochComponent.HandleOnRemoveItem
// (Final, Native, Protected)
// Parameters:
// ENoceInventoryType InItemType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName InItemName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerBroochComponent::HandleOnRemoveItem(ENoceInventoryType InItemType, class FName InItemName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerBroochComponent", "HandleOnRemoveItem");
Params::NocePlayerBroochComponent_HandleOnRemoveItem Parms{};
Parms.InItemType = InItemType;
Parms.InItemName = InItemName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerBroochComponent.HandlePlayerShowHide
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InShow (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerBroochComponent::HandlePlayerShowHide(bool InShow)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerBroochComponent", "HandlePlayerShowHide");
Params::NocePlayerBroochComponent_HandlePlayerShowHide Parms{};
Parms.InShow = InShow;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerBroochComponent.SetForceHideMesh
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerBroochComponent::SetForceHideMesh(bool InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerBroochComponent", "SetForceHideMesh");
Params::NocePlayerBroochComponent_SetForceHideMesh Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceHitPerformDataSubsystem.ClearAllMaps
// (Final, Native, Public, BlueprintCallable)
void UNoceHitPerformDataSubsystem::ClearAllMaps()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceHitPerformDataSubsystem", "ClearAllMaps");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceHitPerformDataSubsystem.LoadCameraShakeBase
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// const struct FSoftClassPath& InSoftClassPath (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSubclassOf<class UCameraShakeBase> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
TSubclassOf<class UCameraShakeBase> UNoceHitPerformDataSubsystem::LoadCameraShakeBase(const struct FSoftClassPath& InSoftClassPath)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceHitPerformDataSubsystem", "LoadCameraShakeBase");
Params::NoceHitPerformDataSubsystem_LoadCameraShakeBase Parms{};
Parms.InSoftClassPath = std::move(InSoftClassPath);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceHitPerformDataSubsystem.LoadCurveFloat
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// const struct FSoftObjectPath& InSoftObjectPath (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UCurveFloat* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UCurveFloat* UNoceHitPerformDataSubsystem::LoadCurveFloat(const struct FSoftObjectPath& InSoftObjectPath)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceHitPerformDataSubsystem", "LoadCurveFloat");
Params::NoceHitPerformDataSubsystem_LoadCurveFloat Parms{};
Parms.InSoftObjectPath = std::move(InSoftObjectPath);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceHitPerformDataSubsystem.LoadForceFeedbackEffect
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// const struct FSoftObjectPath& InSoftObjectPath (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UForceFeedbackEffect* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UForceFeedbackEffect* UNoceHitPerformDataSubsystem::LoadForceFeedbackEffect(const struct FSoftObjectPath& InSoftObjectPath)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceHitPerformDataSubsystem", "LoadForceFeedbackEffect");
Params::NoceHitPerformDataSubsystem_LoadForceFeedbackEffect Parms{};
Parms.InSoftObjectPath = std::move(InSoftObjectPath);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceHitPerformDataSubsystem.LoadNiagaraSystem
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// const struct FSoftObjectPath& InSoftObjectPath (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UNiagaraSystem* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UNiagaraSystem* UNoceHitPerformDataSubsystem::LoadNiagaraSystem(const struct FSoftObjectPath& InSoftObjectPath)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceHitPerformDataSubsystem", "LoadNiagaraSystem");
Params::NoceHitPerformDataSubsystem_LoadNiagaraSystem Parms{};
Parms.InSoftObjectPath = std::move(InSoftObjectPath);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePendantLightPostAnimInst.ComputeForce
// (Final, Native, Private, Const)
// Parameters:
// float Seed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNocePendantLightPostAnimInst::ComputeForce(float Seed) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePendantLightPostAnimInst", "ComputeForce");
Params::NocePendantLightPostAnimInst_ComputeForce Parms{};
Parms.Seed = Seed;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceIndicatorIconBase.UpdateScreenLocation
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// const struct FVector& InWorldLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceIndicatorIconBase::UpdateScreenLocation(const struct FVector& InWorldLocation)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceIndicatorIconBase", "UpdateScreenLocation");
Params::NoceIndicatorIconBase_UpdateScreenLocation Parms{};
Parms.InWorldLocation = std::move(InWorldLocation);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceIndicatorIconBase.UpdateWidget
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// ENoceIndicatorEdgeType InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 Distance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceIndicatorIconBase::UpdateWidget(ENoceIndicatorEdgeType InType, int32 Distance)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceIndicatorIconBase", "UpdateWidget");
Params::NoceIndicatorIconBase_UpdateWidget Parms{};
Parms.InType = InType;
Parms.Distance = Distance;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInputFunctionLibrary.AddOrRemoveCustomActionKey
// (Final, Native, Static, Public, HasOutParams)
// Parameters:
// class FName InActionName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FKey& InPrimaryKey (Parm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FKey& InSecondaryKey (Parm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool* OutIsSecondaryKeyRemoved (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceInputFunctionLibrary::AddOrRemoveCustomActionKey(class FName InActionName, const struct FKey& InPrimaryKey, const struct FKey& InSecondaryKey, bool* OutIsSecondaryKeyRemoved)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "AddOrRemoveCustomActionKey");
Params::NoceInputFunctionLibrary_AddOrRemoveCustomActionKey Parms{};
Parms.InActionName = InActionName;
Parms.InPrimaryKey = std::move(InPrimaryKey);
Parms.InSecondaryKey = std::move(InSecondaryKey);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutIsSecondaryKeyRemoved != nullptr)
*OutIsSecondaryKeyRemoved = Parms.OutIsSecondaryKeyRemoved;
}
// Function GameNoce.NoceInputFunctionLibrary.BindInput
// (Final, Native, Static, Public)
// Parameters:
// class UPlayerInput* InPlayerInput (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceInputFunctionLibrary::BindInput(class UPlayerInput* InPlayerInput)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "BindInput");
Params::NoceInputFunctionLibrary_BindInput Parms{};
Parms.InPlayerInput = InPlayerInput;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInputFunctionLibrary.GetActionIconNames
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// const class FName& InActionName (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class FName>* OutNames (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
void UNoceInputFunctionLibrary::GetActionIconNames(const class FName& InActionName, TArray<class FName>* OutNames)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "GetActionIconNames");
Params::NoceInputFunctionLibrary_GetActionIconNames Parms{};
Parms.InActionName = InActionName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutNames != nullptr)
*OutNames = std::move(Parms.OutNames);
}
// Function GameNoce.NoceInputFunctionLibrary.GetActualInputDeviceTypeBy
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int32 InControllerId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ENoceInputDeviceType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ENoceInputDeviceType UNoceInputFunctionLibrary::GetActualInputDeviceTypeBy(int32 InControllerId)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "GetActualInputDeviceTypeBy");
Params::NoceInputFunctionLibrary_GetActualInputDeviceTypeBy Parms{};
Parms.InControllerId = InControllerId;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInputFunctionLibrary.GetActualKey
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// const class FName& InActionName (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FKey* OutKey (Parm, OutParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceInputFunctionLibrary::GetActualKey(const class FName& InActionName, struct FKey* OutKey)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "GetActualKey");
Params::NoceInputFunctionLibrary_GetActualKey Parms{};
Parms.InActionName = InActionName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutKey != nullptr)
*OutKey = std::move(Parms.OutKey);
return Parms.ReturnValue;
}
// Function GameNoce.NoceInputFunctionLibrary.GetActualKeyIconName
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ShowGamepad (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FName& InActionName (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName* OutName (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceInputFunctionLibrary::GetActualKeyIconName(bool ShowGamepad, const class FName& InActionName, class FName* OutName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "GetActualKeyIconName");
Params::NoceInputFunctionLibrary_GetActualKeyIconName Parms{};
Parms.ShowGamepad = ShowGamepad;
Parms.InActionName = InActionName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutName != nullptr)
*OutName = Parms.OutName;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInputFunctionLibrary.GetActualKeyName
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// const class FName& InActionName (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class FName UNoceInputFunctionLibrary::GetActualKeyName(const class FName& InActionName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "GetActualKeyName");
Params::NoceInputFunctionLibrary_GetActualKeyName Parms{};
Parms.InActionName = InActionName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInputFunctionLibrary.GetActualKeys
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// const class FName& InActionName (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<struct FKey> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<struct FKey> UNoceInputFunctionLibrary::GetActualKeys(const class FName& InActionName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "GetActualKeys");
Params::NoceInputFunctionLibrary_GetActualKeys Parms{};
Parms.InActionName = InActionName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInputFunctionLibrary.GetActualKeys2
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class FName InActionName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FKey* OutPrimaryKey (Parm, OutParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FKey* OutSecondaryKey (Parm, OutParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FKey* OutHiddenKey (Parm, OutParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceInputFunctionLibrary::GetActualKeys2(class FName InActionName, struct FKey* OutPrimaryKey, struct FKey* OutSecondaryKey, struct FKey* OutHiddenKey)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "GetActualKeys2");
Params::NoceInputFunctionLibrary_GetActualKeys2 Parms{};
Parms.InActionName = InActionName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutPrimaryKey != nullptr)
*OutPrimaryKey = std::move(Parms.OutPrimaryKey);
if (OutSecondaryKey != nullptr)
*OutSecondaryKey = std::move(Parms.OutSecondaryKey);
if (OutHiddenKey != nullptr)
*OutHiddenKey = std::move(Parms.OutHiddenKey);
}
// Function GameNoce.NoceInputFunctionLibrary.GetDefaultKeys
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class FName InActionName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FKey* OutPrimaryKey (Parm, OutParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FKey* OutSecondaryKey (Parm, OutParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FKey* OutHiddenKey (Parm, OutParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceInputFunctionLibrary::GetDefaultKeys(class FName InActionName, struct FKey* OutPrimaryKey, struct FKey* OutSecondaryKey, struct FKey* OutHiddenKey)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "GetDefaultKeys");
Params::NoceInputFunctionLibrary_GetDefaultKeys Parms{};
Parms.InActionName = InActionName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutPrimaryKey != nullptr)
*OutPrimaryKey = std::move(Parms.OutPrimaryKey);
if (OutSecondaryKey != nullptr)
*OutSecondaryKey = std::move(Parms.OutSecondaryKey);
if (OutHiddenKey != nullptr)
*OutHiddenKey = std::move(Parms.OutHiddenKey);
}
// Function GameNoce.NoceInputFunctionLibrary.GetInputActionToKeyTable
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UDataTable* UNoceInputFunctionLibrary::GetInputActionToKeyTable()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "GetInputActionToKeyTable");
Params::NoceInputFunctionLibrary_GetInputActionToKeyTable Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInputFunctionLibrary.GetInputDeviceType
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class APlayerController* InPC (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ENoceInputDeviceType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ENoceInputDeviceType UNoceInputFunctionLibrary::GetInputDeviceType(class APlayerController* InPC)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "GetInputDeviceType");
Params::NoceInputFunctionLibrary_GetInputDeviceType Parms{};
Parms.InPC = InPC;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInputFunctionLibrary.GetInputDeviceTypeBy
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int32 InControllerId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ENoceInputDeviceType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ENoceInputDeviceType UNoceInputFunctionLibrary::GetInputDeviceTypeBy(int32 InControllerId)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "GetInputDeviceTypeBy");
Params::NoceInputFunctionLibrary_GetInputDeviceTypeBy Parms{};
Parms.InControllerId = InControllerId;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInputFunctionLibrary.GetInputGamePadType
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// ENoceInputDeviceType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ENoceInputDeviceType UNoceInputFunctionLibrary::GetInputGamePadType()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "GetInputGamePadType");
Params::NoceInputFunctionLibrary_GetInputGamePadType Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInputFunctionLibrary.GetInputMultiActionTable
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UDataTable* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UDataTable* UNoceInputFunctionLibrary::GetInputMultiActionTable()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "GetInputMultiActionTable");
Params::NoceInputFunctionLibrary_GetInputMultiActionTable Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInputFunctionLibrary.GetName
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FKey& InKey (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class FName UNoceInputFunctionLibrary::GetName(const struct FKey& InKey)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "GetName");
Params::NoceInputFunctionLibrary_GetName Parms{};
Parms.InKey = std::move(InKey);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInputFunctionLibrary.IsAnyKey
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FKey& InKey (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceInputFunctionLibrary::IsAnyKey(const struct FKey& InKey)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "IsAnyKey");
Params::NoceInputFunctionLibrary_IsAnyKey Parms{};
Parms.InKey = std::move(InKey);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInputFunctionLibrary.IsCancel
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FKey& InKey (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceInputFunctionLibrary::IsCancel(const struct FKey& InKey)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "IsCancel");
Params::NoceInputFunctionLibrary_IsCancel Parms{};
Parms.InKey = std::move(InKey);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInputFunctionLibrary.IsConfirm
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FKey& InKey (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceInputFunctionLibrary::IsConfirm(const struct FKey& InKey)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "IsConfirm");
Params::NoceInputFunctionLibrary_IsConfirm Parms{};
Parms.InKey = std::move(InKey);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInputFunctionLibrary.IsGamePadConnected
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int32 InControllerId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceInputFunctionLibrary::IsGamePadConnected(int32 InControllerId)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "IsGamePadConnected");
Params::NoceInputFunctionLibrary_IsGamePadConnected Parms{};
Parms.InControllerId = InControllerId;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInputFunctionLibrary.IsMouseClickButton
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FPointerEvent& InMouseEvent (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceInputFunctionLibrary::IsMouseClickButton(const struct FPointerEvent& InMouseEvent)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "IsMouseClickButton");
Params::NoceInputFunctionLibrary_IsMouseClickButton Parms{};
Parms.InMouseEvent = std::move(InMouseEvent);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInputFunctionLibrary.IsMouseConfirm
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FKey& InKey (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceInputFunctionLibrary::IsMouseConfirm(const struct FKey& InKey)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "IsMouseConfirm");
Params::NoceInputFunctionLibrary_IsMouseConfirm Parms{};
Parms.InKey = std::move(InKey);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInputFunctionLibrary.IsPauseMenu
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FKey& InKey (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceInputFunctionLibrary::IsPauseMenu(const struct FKey& InKey)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "IsPauseMenu");
Params::NoceInputFunctionLibrary_IsPauseMenu Parms{};
Parms.InKey = std::move(InKey);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInputFunctionLibrary.IsRepeatKey
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FKeyEvent& InKeyEvent (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceInputFunctionLibrary::IsRepeatKey(const struct FKeyEvent& InKeyEvent)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "IsRepeatKey");
Params::NoceInputFunctionLibrary_IsRepeatKey Parms{};
Parms.InKeyEvent = std::move(InKeyEvent);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInputFunctionLibrary.IsUIAction1
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FKey& InKey (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceInputFunctionLibrary::IsUIAction1(const struct FKey& InKey)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "IsUIAction1");
Params::NoceInputFunctionLibrary_IsUIAction1 Parms{};
Parms.InKey = std::move(InKey);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInputFunctionLibrary.IsUIAction2
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FKey& InKey (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceInputFunctionLibrary::IsUIAction2(const struct FKey& InKey)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "IsUIAction2");
Params::NoceInputFunctionLibrary_IsUIAction2 Parms{};
Parms.InKey = std::move(InKey);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInputFunctionLibrary.IsUIEquipment
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FKey& InKey (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceInputFunctionLibrary::IsUIEquipment(const struct FKey& InKey)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "IsUIEquipment");
Params::NoceInputFunctionLibrary_IsUIEquipment Parms{};
Parms.InKey = std::move(InKey);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInputFunctionLibrary.IsUIKey
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// const ENoceUIInputAction InActionName (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FKey& InKey (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceInputFunctionLibrary::IsUIKey(const ENoceUIInputAction InActionName, const struct FKey& InKey)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "IsUIKey");
Params::NoceInputFunctionLibrary_IsUIKey Parms{};
Parms.InActionName = InActionName;
Parms.InKey = std::move(InKey);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInputFunctionLibrary.IsUIKeyEvent
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// const ENoceUIInputAction InActionName (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FKeyEvent& InKeyEvent (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceInputFunctionLibrary::IsUIKeyEvent(const ENoceUIInputAction InActionName, const struct FKeyEvent& InKeyEvent)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "IsUIKeyEvent");
Params::NoceInputFunctionLibrary_IsUIKeyEvent Parms{};
Parms.InActionName = InActionName;
Parms.InKeyEvent = std::move(InKeyEvent);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInputFunctionLibrary.IsUIKeyUp
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// const ENoceUIInputAction InActionName (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FKey& InKey (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceInputFunctionLibrary::IsUIKeyUp(const ENoceUIInputAction InActionName, const struct FKey& InKey)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "IsUIKeyUp");
Params::NoceInputFunctionLibrary_IsUIKeyUp Parms{};
Parms.InActionName = InActionName;
Parms.InKey = std::move(InKey);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInputFunctionLibrary.IsUIMap
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FKey& InKey (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceInputFunctionLibrary::IsUIMap(const struct FKey& InKey)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "IsUIMap");
Params::NoceInputFunctionLibrary_IsUIMap Parms{};
Parms.InKey = std::move(InKey);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInputFunctionLibrary.IsUIMapFloorDown
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FKey& InKey (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceInputFunctionLibrary::IsUIMapFloorDown(const struct FKey& InKey)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "IsUIMapFloorDown");
Params::NoceInputFunctionLibrary_IsUIMapFloorDown Parms{};
Parms.InKey = std::move(InKey);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInputFunctionLibrary.IsUIMapFloorUp
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FKey& InKey (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceInputFunctionLibrary::IsUIMapFloorUp(const struct FKey& InKey)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "IsUIMapFloorUp");
Params::NoceInputFunctionLibrary_IsUIMapFloorUp Parms{};
Parms.InKey = std::move(InKey);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInputFunctionLibrary.IsUIMouseEvent
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// const ENoceUIInputAction InActionName (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FPointerEvent& InMouseEvent (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceInputFunctionLibrary::IsUIMouseEvent(const ENoceUIInputAction InActionName, const struct FPointerEvent& InMouseEvent)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "IsUIMouseEvent");
Params::NoceInputFunctionLibrary_IsUIMouseEvent Parms{};
Parms.InActionName = InActionName;
Parms.InMouseEvent = std::move(InMouseEvent);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInputFunctionLibrary.IsUIMoveDown
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FKey& InKey (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceInputFunctionLibrary::IsUIMoveDown(const struct FKey& InKey)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "IsUIMoveDown");
Params::NoceInputFunctionLibrary_IsUIMoveDown Parms{};
Parms.InKey = std::move(InKey);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInputFunctionLibrary.IsUIMoveDown2
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FKey& InKey (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceInputFunctionLibrary::IsUIMoveDown2(const struct FKey& InKey)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "IsUIMoveDown2");
Params::NoceInputFunctionLibrary_IsUIMoveDown2 Parms{};
Parms.InKey = std::move(InKey);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInputFunctionLibrary.IsUIMoveLeft
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FKey& InKey (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceInputFunctionLibrary::IsUIMoveLeft(const struct FKey& InKey)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "IsUIMoveLeft");
Params::NoceInputFunctionLibrary_IsUIMoveLeft Parms{};
Parms.InKey = std::move(InKey);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInputFunctionLibrary.IsUIMoveLeft2
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FKey& InKey (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceInputFunctionLibrary::IsUIMoveLeft2(const struct FKey& InKey)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "IsUIMoveLeft2");
Params::NoceInputFunctionLibrary_IsUIMoveLeft2 Parms{};
Parms.InKey = std::move(InKey);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInputFunctionLibrary.IsUIMoveRight
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FKey& InKey (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceInputFunctionLibrary::IsUIMoveRight(const struct FKey& InKey)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "IsUIMoveRight");
Params::NoceInputFunctionLibrary_IsUIMoveRight Parms{};
Parms.InKey = std::move(InKey);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInputFunctionLibrary.IsUIMoveRight2
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FKey& InKey (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceInputFunctionLibrary::IsUIMoveRight2(const struct FKey& InKey)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "IsUIMoveRight2");
Params::NoceInputFunctionLibrary_IsUIMoveRight2 Parms{};
Parms.InKey = std::move(InKey);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInputFunctionLibrary.IsUIMoveUp
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FKey& InKey (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceInputFunctionLibrary::IsUIMoveUp(const struct FKey& InKey)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "IsUIMoveUp");
Params::NoceInputFunctionLibrary_IsUIMoveUp Parms{};
Parms.InKey = std::move(InKey);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInputFunctionLibrary.IsUIMoveUp2
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FKey& InKey (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceInputFunctionLibrary::IsUIMoveUp2(const struct FKey& InKey)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "IsUIMoveUp2");
Params::NoceInputFunctionLibrary_IsUIMoveUp2 Parms{};
Parms.InKey = std::move(InKey);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInputFunctionLibrary.IsUINotebook
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FKey& InKey (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceInputFunctionLibrary::IsUINotebook(const struct FKey& InKey)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "IsUINotebook");
Params::NoceInputFunctionLibrary_IsUINotebook Parms{};
Parms.InKey = std::move(InKey);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInputFunctionLibrary.IsUIPageDown
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FKey& InKey (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceInputFunctionLibrary::IsUIPageDown(const struct FKey& InKey)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "IsUIPageDown");
Params::NoceInputFunctionLibrary_IsUIPageDown Parms{};
Parms.InKey = std::move(InKey);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInputFunctionLibrary.IsUIPageUp
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FKey& InKey (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceInputFunctionLibrary::IsUIPageUp(const struct FKey& InKey)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "IsUIPageUp");
Params::NoceInputFunctionLibrary_IsUIPageUp Parms{};
Parms.InKey = std::move(InKey);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInputFunctionLibrary.IsUISecondTabLeft
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FKey& InKey (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceInputFunctionLibrary::IsUISecondTabLeft(const struct FKey& InKey)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "IsUISecondTabLeft");
Params::NoceInputFunctionLibrary_IsUISecondTabLeft Parms{};
Parms.InKey = std::move(InKey);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInputFunctionLibrary.IsUISecondTabRight
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FKey& InKey (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceInputFunctionLibrary::IsUISecondTabRight(const struct FKey& InKey)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "IsUISecondTabRight");
Params::NoceInputFunctionLibrary_IsUISecondTabRight Parms{};
Parms.InKey = std::move(InKey);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInputFunctionLibrary.IsUITabLeft
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FKey& InKey (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceInputFunctionLibrary::IsUITabLeft(const struct FKey& InKey)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "IsUITabLeft");
Params::NoceInputFunctionLibrary_IsUITabLeft Parms{};
Parms.InKey = std::move(InKey);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInputFunctionLibrary.IsUITabRight
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FKey& InKey (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceInputFunctionLibrary::IsUITabRight(const struct FKey& InKey)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "IsUITabRight");
Params::NoceInputFunctionLibrary_IsUITabRight Parms{};
Parms.InKey = std::move(InKey);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInputFunctionLibrary.IsUsingGamePad
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int32 InControllerId (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceInputFunctionLibrary::IsUsingGamePad(int32 InControllerId)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "IsUsingGamePad");
Params::NoceInputFunctionLibrary_IsUsingGamePad Parms{};
Parms.InControllerId = InControllerId;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInputFunctionLibrary.IsUsingKeyboardMouse
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceInputFunctionLibrary::IsUsingKeyboardMouse()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "IsUsingKeyboardMouse");
Params::NoceInputFunctionLibrary_IsUsingKeyboardMouse Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInputFunctionLibrary.IsUsingMouse
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceInputFunctionLibrary::IsUsingMouse()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "IsUsingMouse");
Params::NoceInputFunctionLibrary_IsUsingMouse Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInputFunctionLibrary.ModifyActionKey
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class APlayerController* InPC (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName InActionName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FKey& InPrimaryKey (Parm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FKey& InSecondaryKey (Parm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceInputFunctionLibrary::ModifyActionKey(class APlayerController* InPC, class FName InActionName, const struct FKey& InPrimaryKey, const struct FKey& InSecondaryKey)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "ModifyActionKey");
Params::NoceInputFunctionLibrary_ModifyActionKey Parms{};
Parms.InPC = InPC;
Parms.InActionName = InActionName;
Parms.InPrimaryKey = std::move(InPrimaryKey);
Parms.InSecondaryKey = std::move(InSecondaryKey);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInputFunctionLibrary.ModifyAxisKey
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class APlayerController* InPC (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName InAxisName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float Scale (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName InActionName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FKey& InPrimaryKey (Parm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FKey& InSecondaryKey (Parm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceInputFunctionLibrary::ModifyAxisKey(class APlayerController* InPC, class FName InAxisName, float Scale, class FName InActionName, const struct FKey& InPrimaryKey, const struct FKey& InSecondaryKey)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "ModifyAxisKey");
Params::NoceInputFunctionLibrary_ModifyAxisKey Parms{};
Parms.InPC = InPC;
Parms.InAxisName = InAxisName;
Parms.Scale = Scale;
Parms.InActionName = InActionName;
Parms.InPrimaryKey = std::move(InPrimaryKey);
Parms.InSecondaryKey = std::move(InSecondaryKey);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInputFunctionLibrary.RemoveCustomActionKey
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class APlayerController* InPC (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName InActionName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool IsPrimary (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceInputFunctionLibrary::RemoveCustomActionKey(class APlayerController* InPC, class FName InActionName, bool IsPrimary)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "RemoveCustomActionKey");
Params::NoceInputFunctionLibrary_RemoveCustomActionKey Parms{};
Parms.InPC = InPC;
Parms.InActionName = InActionName;
Parms.IsPrimary = IsPrimary;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInputFunctionLibrary.RemoveCustomAxisKey
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class APlayerController* InPC (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName InAxisName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float Scale (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName InActionName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool IsPrimary (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceInputFunctionLibrary::RemoveCustomAxisKey(class APlayerController* InPC, class FName InAxisName, float Scale, class FName InActionName, bool IsPrimary)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInputFunctionLibrary", "RemoveCustomAxisKey");
Params::NoceInputFunctionLibrary_RemoveCustomAxisKey Parms{};
Parms.InPC = InPC;
Parms.InAxisName = InAxisName;
Parms.Scale = Scale;
Parms.InActionName = InActionName;
Parms.IsPrimary = IsPrimary;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceScrollableTextBlock.SetScrollingPaused
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InIsPaused (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceScrollableTextBlock::SetScrollingPaused(bool InIsPaused)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceScrollableTextBlock", "SetScrollingPaused");
Params::NoceScrollableTextBlock_SetScrollingPaused Parms{};
Parms.InIsPaused = InIsPaused;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInputGuideSubsystem.HideLastGuide
// (Final, Native, Public, BlueprintCallable)
void UNoceInputGuideSubsystem::HideLastGuide()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInputGuideSubsystem", "HideLastGuide");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInputGuideSubsystem.IsShowingGuide
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceInputGuideSubsystem::IsShowingGuide()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInputGuideSubsystem", "IsShowingGuide");
Params::NoceInputGuideSubsystem_IsShowingGuide Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInputGuideSubsystem.RemoveCommonGuide
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 InIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceInputGuideSubsystem::RemoveCommonGuide(int32 InIndex)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInputGuideSubsystem", "RemoveCommonGuide");
Params::NoceInputGuideSubsystem_RemoveCommonGuide Parms{};
Parms.InIndex = InIndex;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInputGuideSubsystem.RequestCommonGuide
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName InGuide (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UNoceInputGuideSubsystem::RequestCommonGuide(class FName InGuide)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInputGuideSubsystem", "RequestCommonGuide");
Params::NoceInputGuideSubsystem_RequestCommonGuide Parms{};
Parms.InGuide = InGuide;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInputGuideSubsystem.ShowLastGuide
// (Final, Native, Public, BlueprintCallable)
void UNoceInputGuideSubsystem::ShowLastGuide()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInputGuideSubsystem", "ShowLastGuide");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePickupBase.BP_HandlePickupFailed
// (Event, Public, BlueprintCallable, BlueprintEvent)
void ANocePickupBase::BP_HandlePickupFailed()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickupBase", "BP_HandlePickupFailed");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameNoce.NocePickupBase.BP_PickupCanSpawn
// (Native, Event, Public, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePickupBase::BP_PickupCanSpawn()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickupBase", "BP_PickupCanSpawn");
Params::NocePickupBase_BP_PickupCanSpawn Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePickupBase.IsPlayerHasItem
// (Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePickupBase::IsPlayerHasItem()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickupBase", "IsPlayerHasItem");
Params::NocePickupBase_IsPlayerHasItem Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePickupBase.OnPickup
// (Native, Public, BlueprintCallable)
// Parameters:
// class AActor* InActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePickupBase::OnPickup(class AActor* InActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickupBase", "OnPickup");
Params::NocePickupBase_OnPickup Parms{};
Parms.InActor = InActor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePickupBase.GetId
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FName ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class FName ANocePickupBase::GetId() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickupBase", "GetId");
Params::NocePickupBase_GetId Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInputQueueComponent.ClearInputAction
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENoceInputAction InInputAction (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceInputQueueComponent::ClearInputAction(ENoceInputAction InInputAction)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInputQueueComponent", "ClearInputAction");
Params::NoceInputQueueComponent_ClearInputAction Parms{};
Parms.InInputAction = InInputAction;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInputQueueComponent.CommitInputUsed
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName InExcludeStateMachineName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName InExcludeStateName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceInputQueueComponent::CommitInputUsed(class FName InExcludeStateMachineName, class FName InExcludeStateName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInputQueueComponent", "CommitInputUsed");
Params::NoceInputQueueComponent_CommitInputUsed Parms{};
Parms.InExcludeStateMachineName = InExcludeStateMachineName;
Parms.InExcludeStateName = InExcludeStateName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInputQueueComponent.GetMatchedInput
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const TArray<ENocePlayerAnimStateType>& InAnimStateTypes (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// ENocePlayerAnimStateType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ENocePlayerAnimStateType UNoceInputQueueComponent::GetMatchedInput(const TArray<ENocePlayerAnimStateType>& InAnimStateTypes)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInputQueueComponent", "GetMatchedInput");
Params::NoceInputQueueComponent_GetMatchedInput Parms{};
Parms.InAnimStateTypes = std::move(InAnimStateTypes);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInputQueueComponent.HandleInputAction
// (Final, Native, Protected)
// Parameters:
// ENoceInputAction InInputAction (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool InPressed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceInputQueueComponent::HandleInputAction(ENoceInputAction InInputAction, bool InPressed)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInputQueueComponent", "HandleInputAction");
Params::NoceInputQueueComponent_HandleInputAction Parms{};
Parms.InInputAction = InInputAction;
Parms.InPressed = InPressed;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInputQueueComponent.HandleOnPossessed
// (Final, Native, Protected)
// Parameters:
// bool InPossessed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceInputQueueComponent::HandleOnPossessed(bool InPossessed)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInputQueueComponent", "HandleOnPossessed");
Params::NoceInputQueueComponent_HandleOnPossessed Parms{};
Parms.InPossessed = InPossessed;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInputSubsystem.GetDeviceType
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// ENoceInputDeviceType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ENoceInputDeviceType UNoceInputSubsystem::GetDeviceType()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInputSubsystem", "GetDeviceType");
Params::NoceInputSubsystem_GetDeviceType Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInputSubsystem.GetGamepadControlType
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// ENoceInputGamepadType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ENoceInputGamepadType UNoceInputSubsystem::GetGamepadControlType()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInputSubsystem", "GetGamepadControlType");
Params::NoceInputSubsystem_GetGamepadControlType Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInputSubsystem.ForceShowCursorIfUsingKeyboardMouse
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ResetCursorPos (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceInputSubsystem::ForceShowCursorIfUsingKeyboardMouse(bool ResetCursorPos)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInputSubsystem", "ForceShowCursorIfUsingKeyboardMouse");
Params::NoceInputSubsystem_ForceShowCursorIfUsingKeyboardMouse Parms{};
Parms.ResetCursorPos = ResetCursorPos;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInputWidget.HideGuide
// (Final, Native, Protected, BlueprintCallable)
void UNoceInputWidget::HideGuide()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInputWidget", "HideGuide");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInputWidget.OnInputAction
// (Native, Event, Protected, BlueprintEvent)
// Parameters:
// ENoceInputAction InInputAction (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool InPressed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceInputWidget::OnInputAction(ENoceInputAction InInputAction, bool InPressed)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInputWidget", "OnInputAction");
Params::NoceInputWidget_OnInputAction Parms{};
Parms.InInputAction = InInputAction;
Parms.InPressed = InPressed;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInputWidget.OnUIInputAction
// (Native, Event, Protected, BlueprintEvent)
// Parameters:
// ENoceUIInputAction InUIInputAction (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool InPressed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceInputWidget::OnUIInputAction(ENoceUIInputAction InUIInputAction, bool InPressed)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInputWidget", "OnUIInputAction");
Params::NoceInputWidget_OnUIInputAction Parms{};
Parms.InUIInputAction = InUIInputAction;
Parms.InPressed = InPressed;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInputWidget.ShowGuide
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// class FName InGuide (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceInputWidget::ShowGuide(class FName InGuide)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInputWidget", "ShowGuide");
Params::NoceInputWidget_ShowGuide Parms{};
Parms.InGuide = InGuide;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerTriggerBase.CanUseTrigger
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerTriggerBase::CanUseTrigger()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerTriggerBase", "CanUseTrigger");
Params::NocePlayerTriggerBase_CanUseTrigger Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerTriggerBase.GetTriggerEnable
// (Final, Native, Protected, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerTriggerBase::GetTriggerEnable()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerTriggerBase", "GetTriggerEnable");
Params::NocePlayerTriggerBase_GetTriggerEnable Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerTriggerBase.IsMatchingCondition
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerTriggerBase::IsMatchingCondition()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerTriggerBase", "IsMatchingCondition");
Params::NocePlayerTriggerBase_IsMatchingCondition Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerTriggerBase.ManualCheckOverlapping
// (Native, Event, Protected, BlueprintEvent)
void ANocePlayerTriggerBase::ManualCheckOverlapping()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerTriggerBase", "ManualCheckOverlapping");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerTriggerBase.OnAdditionalTagChanged
// (Final, Native, Protected)
// Parameters:
// const struct FGameplayTag& InTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerTriggerBase::OnAdditionalTagChanged(const struct FGameplayTag& InTag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerTriggerBase", "OnAdditionalTagChanged");
Params::NocePlayerTriggerBase_OnAdditionalTagChanged Parms{};
Parms.InTag = std::move(InTag);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerTriggerBase.OnAdditionalTagChanged_BP
// (Event, Protected, BlueprintEvent)
// Parameters:
// const struct FGameplayTag& InTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerTriggerBase::OnAdditionalTagChanged_BP(const struct FGameplayTag& InTag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerTriggerBase", "OnAdditionalTagChanged_BP");
Params::NocePlayerTriggerBase_OnAdditionalTagChanged_BP Parms{};
Parms.InTag = std::move(InTag);
UObject::ProcessEvent(Func, &Parms);
}
// Function GameNoce.NocePlayerTriggerBase.OnConditionChanged_BP
// (Event, Protected, BlueprintEvent)
void ANocePlayerTriggerBase::OnConditionChanged_BP()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerTriggerBase", "OnConditionChanged_BP");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameNoce.NocePlayerTriggerBase.OnProgressChanged
// (Final, Native, Protected)
// Parameters:
// const struct FGameplayTag& InTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerTriggerBase::OnProgressChanged(const struct FGameplayTag& InTag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerTriggerBase", "OnProgressChanged");
Params::NocePlayerTriggerBase_OnProgressChanged Parms{};
Parms.InTag = std::move(InTag);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerTriggerBase.OnProgressChanged_BP
// (Event, Protected, BlueprintEvent)
// Parameters:
// const struct FGameplayTag& InTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerTriggerBase::OnProgressChanged_BP(const struct FGameplayTag& InTag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerTriggerBase", "OnProgressChanged_BP");
Params::NocePlayerTriggerBase_OnProgressChanged_BP Parms{};
Parms.InTag = std::move(InTag);
UObject::ProcessEvent(Func, &Parms);
}
// Function GameNoce.NocePlayerTriggerBase.OnProgressInitialized
// (Final, Native, Protected)
// Parameters:
// const struct FGameplayTag& InTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerTriggerBase::OnProgressInitialized(const struct FGameplayTag& InTag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerTriggerBase", "OnProgressInitialized");
Params::NocePlayerTriggerBase_OnProgressInitialized Parms{};
Parms.InTag = std::move(InTag);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerTriggerBase.OnProgressInitialized_BP
// (Event, Protected, BlueprintEvent)
// Parameters:
// const struct FGameplayTag& InTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerTriggerBase::OnProgressInitialized_BP(const struct FGameplayTag& InTag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerTriggerBase", "OnProgressInitialized_BP");
Params::NocePlayerTriggerBase_OnProgressInitialized_BP Parms{};
Parms.InTag = std::move(InTag);
UObject::ProcessEvent(Func, &Parms);
}
// Function GameNoce.NocePlayerTriggerBase.OnStoryEndingChanged
// (Final, Native, Protected)
// Parameters:
// ENoceEndingType InEndingType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerTriggerBase::OnStoryEndingChanged(ENoceEndingType InEndingType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerTriggerBase", "OnStoryEndingChanged");
Params::NocePlayerTriggerBase_OnStoryEndingChanged Parms{};
Parms.InEndingType = InEndingType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerTriggerBase.OnTriggerDisabled
// (Native, Event, Protected, BlueprintEvent)
void ANocePlayerTriggerBase::OnTriggerDisabled()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerTriggerBase", "OnTriggerDisabled");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerTriggerBase.OnTriggerEnabled
// (Native, Event, Protected, BlueprintEvent)
void ANocePlayerTriggerBase::OnTriggerEnabled()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerTriggerBase", "OnTriggerEnabled");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerTriggerBase.RecheckFirstTick
// (Final, Native, Protected, BlueprintCallable)
void ANocePlayerTriggerBase::RecheckFirstTick()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerTriggerBase", "RecheckFirstTick");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerTriggerBase.SetTriggerEnable
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerTriggerBase::SetTriggerEnable(bool InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerTriggerBase", "SetTriggerEnable");
Params::NocePlayerTriggerBase_SetTriggerEnable Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInteractableBase.CanInteractWithPawnBP
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AActor* InteractorPawn (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceInteractableBase::CanInteractWithPawnBP(class AActor* InteractorPawn)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInteractableBase", "CanInteractWithPawnBP");
Params::NoceInteractableBase_CanInteractWithPawnBP Parms{};
Parms.InteractorPawn = InteractorPawn;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInteractableBase.ExecuteForbitFeedback
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AActor* InteractPawn (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceInteractableBase::ExecuteForbitFeedback(class AActor* InteractPawn)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInteractableBase", "ExecuteForbitFeedback");
Params::NoceInteractableBase_ExecuteForbitFeedback Parms{};
Parms.InteractPawn = InteractPawn;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInteractableBase.ExecuteInstantFeedback
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AActor* InteractPawn (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceInteractableBase::ExecuteInstantFeedback(class AActor* InteractPawn)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInteractableBase", "ExecuteInstantFeedback");
Params::NoceInteractableBase_ExecuteInstantFeedback Parms{};
Parms.InteractPawn = InteractPawn;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInteractableBase.GetAvailableStatus
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceInteractableBase::GetAvailableStatus()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInteractableBase", "GetAvailableStatus");
Params::NoceInteractableBase_GetAvailableStatus Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInteractableBase.GetCooldownTime
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ANoceInteractableBase::GetCooldownTime()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInteractableBase", "GetCooldownTime");
Params::NoceInteractableBase_GetCooldownTime Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInteractableBase.GetHintLocationBP
// (Native, Event, Protected, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
struct FVector ANoceInteractableBase::GetHintLocationBP()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInteractableBase", "GetHintLocationBP");
Params::NoceInteractableBase_GetHintLocationBP Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInteractableBase.GetPromptTextBP
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent)
// Parameters:
// class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
class FText ANoceInteractableBase::GetPromptTextBP()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInteractableBase", "GetPromptTextBP");
Params::NoceInteractableBase_GetPromptTextBP Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInteractableBase.HasExceededUsageLimit
// (Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceInteractableBase::HasExceededUsageLimit()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInteractableBase", "HasExceededUsageLimit");
Params::NoceInteractableBase_HasExceededUsageLimit Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInteractableBase.IsInteractionForbit
// (Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceInteractableBase::IsInteractionForbit()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInteractableBase", "IsInteractionForbit");
Params::NoceInteractableBase_IsInteractionForbit Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInteractableBase.IsInteractionForbitBP
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceInteractableBase::IsInteractionForbitBP()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInteractableBase", "IsInteractionForbitBP");
Params::NoceInteractableBase_IsInteractionForbitBP Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInteractableBase.OnBeginOverlapHint
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// class AActor* InActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceInteractableBase::OnBeginOverlapHint(class AActor* InActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInteractableBase", "OnBeginOverlapHint");
Params::NoceInteractableBase_OnBeginOverlapHint Parms{};
Parms.InActor = InActor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInteractableBase.OnBeginOverlapPrompt
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// class AActor* InActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceInteractableBase::OnBeginOverlapPrompt(class AActor* InActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInteractableBase", "OnBeginOverlapPrompt");
Params::NoceInteractableBase_OnBeginOverlapPrompt Parms{};
Parms.InActor = InActor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInteractableBase.OnBeginUsingBP
// (Native, Event, Protected, BlueprintEvent)
void ANoceInteractableBase::OnBeginUsingBP()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInteractableBase", "OnBeginUsingBP");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInteractableBase.OnEndOverlapHint
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// class AActor* InActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceInteractableBase::OnEndOverlapHint(class AActor* InActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInteractableBase", "OnEndOverlapHint");
Params::NoceInteractableBase_OnEndOverlapHint Parms{};
Parms.InActor = InActor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInteractableBase.OnEndOverlapPrompt
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// class AActor* InActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceInteractableBase::OnEndOverlapPrompt(class AActor* InActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInteractableBase", "OnEndOverlapPrompt");
Params::NoceInteractableBase_OnEndOverlapPrompt Parms{};
Parms.InActor = InActor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInteractableBase.OnEndUsingBP
// (Native, Event, Protected, BlueprintEvent)
void ANoceInteractableBase::OnEndUsingBP()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInteractableBase", "OnEndUsingBP");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInteractableBase.RequestInstantFeedback
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor* InteractPawn (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceInteractableBase::RequestInstantFeedback(class AActor* InteractPawn)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInteractableBase", "RequestInstantFeedback");
Params::NoceInteractableBase_RequestInstantFeedback Parms{};
Parms.InteractPawn = InteractPawn;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInteractableBase.SetAvaliableStatus
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// bool InEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceInteractableBase::SetAvaliableStatus(bool InEnable)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInteractableBase", "SetAvaliableStatus");
Params::NoceInteractableBase_SetAvaliableStatus Parms{};
Parms.InEnable = InEnable;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInteractableBase.SetInteractEnable
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// bool InEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceInteractableBase::SetInteractEnable(bool InEnable)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInteractableBase", "SetInteractEnable");
Params::NoceInteractableBase_SetInteractEnable Parms{};
Parms.InEnable = InEnable;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInteractableBase.SetIsUsingInteract
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// bool InIsUsing (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceInteractableBase::SetIsUsingInteract(bool InIsUsing)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInteractableBase", "SetIsUsingInteract");
Params::NoceInteractableBase_SetIsUsingInteract Parms{};
Parms.InIsUsing = InIsUsing;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInteractableBase.UndoUseCountOnce
// (Final, Native, Protected, BlueprintCallable)
void ANoceInteractableBase::UndoUseCountOnce()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInteractableBase", "UndoUseCountOnce");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInteractableBase.UpdateButtonIcon
// (Final, Native, Protected)
// Parameters:
// bool ShowPrompt (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ShowHint (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ShowForbit (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceInteractableBase::UpdateButtonIcon(bool ShowPrompt, bool ShowHint, bool ShowForbit)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInteractableBase", "UpdateButtonIcon");
Params::NoceInteractableBase_UpdateButtonIcon Parms{};
Parms.ShowPrompt = ShowPrompt;
Parms.ShowHint = ShowHint;
Parms.ShowForbit = ShowForbit;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSetting_PCPreset.GetText
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
class FText UNoceSetting_PCPreset::GetText()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSetting_PCPreset", "GetText");
Params::NoceSetting_PCPreset_GetText Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSetting_PCPreset.SetIsSetPreset
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSetting_PCPreset::SetIsSetPreset(bool InEnable)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSetting_PCPreset", "SetIsSetPreset");
Params::NoceSetting_PCPreset_SetIsSetPreset Parms{};
Parms.InEnable = InEnable;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSetting_PCPreset.SetPreset
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENoceGameSettingPreset InPreset (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSetting_PCPreset::SetPreset(ENoceGameSettingPreset InPreset)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSetting_PCPreset", "SetPreset");
Params::NoceSetting_PCPreset_SetPreset Parms{};
Parms.InPreset = InPreset;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInteractComponent.GetCandidateDistanceXY
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNoceInteractComponent::GetCandidateDistanceXY()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInteractComponent", "GetCandidateDistanceXY");
Params::NoceInteractComponent_GetCandidateDistanceXY Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInteractComponent.GetCandidateDistanceZ
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNoceInteractComponent::GetCandidateDistanceZ()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInteractComponent", "GetCandidateDistanceZ");
Params::NoceInteractComponent_GetCandidateDistanceZ Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInteractComponent.HandleInputAction
// (Final, Native, Protected)
// Parameters:
// ENoceInputAction InInputAction (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool InPressed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceInteractComponent::HandleInputAction(ENoceInputAction InInputAction, bool InPressed)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInteractComponent", "HandleInputAction");
Params::NoceInteractComponent_HandleInputAction Parms{};
Parms.InInputAction = InInputAction;
Parms.InPressed = InPressed;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInteractComponent.HandleOnPossessed
// (Final, Native, Protected)
// Parameters:
// bool InPossessed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceInteractComponent::HandleOnPossessed(bool InPossessed)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInteractComponent", "HandleOnPossessed");
Params::NoceInteractComponent_HandleOnPossessed Parms{};
Parms.InPossessed = InPossessed;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInteractComponent.IsInteractTypeValid
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// ENoceInteractType InInteractType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceInteractComponent::IsInteractTypeValid(ENoceInteractType InInteractType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInteractComponent", "IsInteractTypeValid");
Params::NoceInteractComponent_IsInteractTypeValid Parms{};
Parms.InInteractType = InInteractType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInteractComponent.IsTargetInstantFeedback
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceInteractComponent::IsTargetInstantFeedback()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInteractComponent", "IsTargetInstantFeedback");
Params::NoceInteractComponent_IsTargetInstantFeedback Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInteractComponent.IsUsingInteract
// (Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceInteractComponent::IsUsingInteract()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInteractComponent", "IsUsingInteract");
Params::NoceInteractComponent_IsUsingInteract Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInteractComponent.PauseInteract
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InPause (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceInteractComponent::PauseInteract(bool InPause)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInteractComponent", "PauseInteract");
Params::NoceInteractComponent_PauseInteract Parms{};
Parms.InPause = InPause;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInteractComponent.SetIsUseInteract
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceInteractComponent::SetIsUseInteract(bool InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInteractComponent", "SetIsUseInteract");
Params::NoceInteractComponent_SetIsUseInteract Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInteractComponent.UpdateInteractables
// (Final, Native, Protected, BlueprintCallable)
void UNoceInteractComponent::UpdateInteractables()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInteractComponent", "UpdateInteractables");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerCapsuleShrinkComp.ClearUsePlaneConstrain
// (Final, Native, Public, BlueprintCallable)
void UNocePlayerCapsuleShrinkComp::ClearUsePlaneConstrain()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCapsuleShrinkComp", "ClearUsePlaneConstrain");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerCapsuleShrinkComp.EndCapsuleShrik
// (Final, Native, Public, BlueprintCallable)
void UNocePlayerCapsuleShrinkComp::EndCapsuleShrik()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCapsuleShrinkComp", "EndCapsuleShrik");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerCapsuleShrinkComp.HandleOnPossessed
// (Final, Native, Protected)
// Parameters:
// bool InPossessed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerCapsuleShrinkComp::HandleOnPossessed(bool InPossessed)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCapsuleShrinkComp", "HandleOnPossessed");
Params::NocePlayerCapsuleShrinkComp_HandleOnPossessed Parms{};
Parms.InPossessed = InPossessed;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerCapsuleShrinkComp.OnGameplayTagChanged
// (Final, Native, Protected, HasOutParams)
// Parameters:
// const struct FGameplayTag& Tag (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool TagExist (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerCapsuleShrinkComp::OnGameplayTagChanged(const struct FGameplayTag& Tag, bool TagExist)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCapsuleShrinkComp", "OnGameplayTagChanged");
Params::NocePlayerCapsuleShrinkComp_OnGameplayTagChanged Parms{};
Parms.Tag = std::move(Tag);
Parms.TagExist = TagExist;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerCapsuleShrinkComp.SetEnableDrawDebug
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerCapsuleShrinkComp::SetEnableDrawDebug(bool InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCapsuleShrinkComp", "SetEnableDrawDebug");
Params::NocePlayerCapsuleShrinkComp_SetEnableDrawDebug Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerCapsuleShrinkComp.SetEnableHeadPushEnemy
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerCapsuleShrinkComp::SetEnableHeadPushEnemy(bool InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCapsuleShrinkComp", "SetEnableHeadPushEnemy");
Params::NocePlayerCapsuleShrinkComp_SetEnableHeadPushEnemy Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerCapsuleShrinkComp.SetEnableUse
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerCapsuleShrinkComp::SetEnableUse(bool InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCapsuleShrinkComp", "SetEnableUse");
Params::NocePlayerCapsuleShrinkComp_SetEnableUse Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerCapsuleShrinkComp.StartCapsuleShrink
// (Final, Native, Public, BlueprintCallable)
void UNocePlayerCapsuleShrinkComp::StartCapsuleShrink()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCapsuleShrinkComp", "StartCapsuleShrink");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInteractIconBase.SetPromptText
// (Native, Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// const class FText& PromptText (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
void UNoceInteractIconBase::SetPromptText(const class FText& PromptText)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInteractIconBase", "SetPromptText");
Params::NoceInteractIconBase_SetPromptText Parms{};
Parms.PromptText = std::move(PromptText);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInteractIconBase.UpdateIcon
// (Native, Event, Public, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// ENoceInteractIconState TargetState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& IconLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceInteractIconBase::UpdateIcon(ENoceInteractIconState TargetState, const struct FVector& IconLocation)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInteractIconBase", "UpdateIcon");
Params::NoceInteractIconBase_UpdateIcon Parms{};
Parms.TargetState = TargetState;
Parms.IconLocation = std::move(IconLocation);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInventoryCollectiblePage.OnListMouseConfirm
// (Final, Native, Protected)
// Parameters:
// int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceInventoryCollectiblePage::OnListMouseConfirm(int32 Index_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInventoryCollectiblePage", "OnListMouseConfirm");
Params::NoceInventoryCollectiblePage_OnListMouseConfirm Parms{};
Parms.Index_0 = Index_0;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInventoryCollectiblePage.OnListUpdateSelection
// (Final, Native, Protected)
// Parameters:
// int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceInventoryCollectiblePage::OnListUpdateSelection(int32 Index_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInventoryCollectiblePage", "OnListUpdateSelection");
Params::NoceInventoryCollectiblePage_OnListUpdateSelection Parms{};
Parms.Index_0 = Index_0;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceShortcutWeaponChildWidget.SetDisable
// (Final, Native, Public, BlueprintCallable)
void UNoceShortcutWeaponChildWidget::SetDisable()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceShortcutWeaponChildWidget", "SetDisable");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceShortcutWeaponChildWidget.SetEnable
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName ID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InDurability (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool InEquipped (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceShortcutWeaponChildWidget::SetEnable(class FName ID, float InDurability, bool InEquipped)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceShortcutWeaponChildWidget", "SetEnable");
Params::NoceShortcutWeaponChildWidget_SetEnable Parms{};
Parms.ID = ID;
Parms.InDurability = InDurability;
Parms.InEquipped = InEquipped;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInventoryCollectibleWidget.OnShowHideTab
// (Final, Native, Protected)
// Parameters:
// bool Enable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceInventoryCollectibleWidget::OnShowHideTab(bool Enable)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInventoryCollectibleWidget", "OnShowHideTab");
Params::NoceInventoryCollectibleWidget_OnShowHideTab Parms{};
Parms.Enable = Enable;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInventoryCollectibleWidget.OnSwitchTab
// (Final, Native, Protected, BlueprintCallable)
void UNoceInventoryCollectibleWidget::OnSwitchTab()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInventoryCollectibleWidget", "OnSwitchTab");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInventoryCollectibleWidget.OnSwitchTabCompleted
// (Final, Native, Protected)
void UNoceInventoryCollectibleWidget::OnSwitchTabCompleted()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInventoryCollectibleWidget", "OnSwitchTabCompleted");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInventoryCollectibleWidget.OnTabMouseDown
// (Final, Native, Protected)
// Parameters:
// int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceInventoryCollectibleWidget::OnTabMouseDown(int32 Index_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInventoryCollectibleWidget", "OnTabMouseDown");
Params::NoceInventoryCollectibleWidget_OnTabMouseDown Parms{};
Parms.Index_0 = Index_0;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInventoryCollectibleWidget.SwitchTabIndex
// (Final, Native, Protected)
void UNoceInventoryCollectibleWidget::SwitchTabIndex()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInventoryCollectibleWidget", "SwitchTabIndex");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInventoryItem.SetItemImage
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// const struct FSoftObjectPath& ImagePath (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceInventoryItem::SetItemImage(const struct FSoftObjectPath& ImagePath)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInventoryItem", "SetItemImage");
Params::NoceInventoryItem_SetItemImage Parms{};
Parms.ImagePath = std::move(ImagePath);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInventoryConsumableItem.BackFromEdit
// (Final, Native, Public, BlueprintCallable)
void UNoceInventoryConsumableItem::BackFromEdit()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInventoryConsumableItem", "BackFromEdit");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInventoryConsumableItem.DisableEdit
// (Final, Native, Public, BlueprintCallable)
void UNoceInventoryConsumableItem::DisableEdit()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInventoryConsumableItem", "DisableEdit");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInventoryConsumableItem.EnableEdit
// (Final, Native, Public, BlueprintCallable)
void UNoceInventoryConsumableItem::EnableEdit()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInventoryConsumableItem", "EnableEdit");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInventoryConsumableItem.Equip
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool IsSelecting (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceInventoryConsumableItem::Equip(bool IsSelecting)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInventoryConsumableItem", "Equip");
Params::NoceInventoryConsumableItem_Equip Parms{};
Parms.IsSelecting = IsSelecting;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInventoryConsumableItem.EquipFail
// (Final, Native, Public, BlueprintCallable)
void UNoceInventoryConsumableItem::EquipFail()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInventoryConsumableItem", "EquipFail");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInventoryConsumableItem.HideEquipIconGroup
// (Final, Native, Public, BlueprintCallable)
void UNoceInventoryConsumableItem::HideEquipIconGroup()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInventoryConsumableItem", "HideEquipIconGroup");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInventoryConsumableItem.OnBackListCompleted
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent)
void UNoceInventoryConsumableItem::OnBackListCompleted()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInventoryConsumableItem", "OnBackListCompleted");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInventoryConsumableItem.OnEquipChangedCompleted
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent)
void UNoceInventoryConsumableItem::OnEquipChangedCompleted()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInventoryConsumableItem", "OnEquipChangedCompleted");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInventoryConsumableItem.PlayUnfocusMark
// (Event, Protected, HasOutParams, BlueprintEvent)
// Parameters:
// bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceInventoryConsumableItem::PlayUnfocusMark(bool* NoUse)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInventoryConsumableItem", "PlayUnfocusMark");
Params::NoceInventoryConsumableItem_PlayUnfocusMark Parms{};
UObject::ProcessEvent(Func, &Parms);
if (NoUse != nullptr)
*NoUse = Parms.NoUse;
}
// Function GameNoce.NoceInventoryConsumableItem.SetCount
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceInventoryConsumableItem::SetCount(int32 InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInventoryConsumableItem", "SetCount");
Params::NoceInventoryConsumableItem_SetCount Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInventoryConsumableItem.SetDisable
// (Final, Native, Public, BlueprintCallable)
void UNoceInventoryConsumableItem::SetDisable()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInventoryConsumableItem", "SetDisable");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInventoryConsumableItem.SetEnable
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName ID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 Quantity (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceInventoryConsumableItem::SetEnable(class FName ID, int32 Quantity)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInventoryConsumableItem", "SetEnable");
Params::NoceInventoryConsumableItem_SetEnable Parms{};
Parms.ID = ID;
Parms.Quantity = Quantity;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInventoryConsumableItem.ToEdit
// (Final, Native, Public, BlueprintCallable)
void UNoceInventoryConsumableItem::ToEdit()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInventoryConsumableItem", "ToEdit");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInventoryConsumableItem.Unequip
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool IsSelecting (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceInventoryConsumableItem::Unequip(bool IsSelecting)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInventoryConsumableItem", "Unequip");
Params::NoceInventoryConsumableItem_Unequip Parms{};
Parms.IsSelecting = IsSelecting;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInventoryEquipmentWidget.SetDefaultIndex
// (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// int32 InIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceInventoryEquipmentWidget::SetDefaultIndex(int32 InIndex, bool* NoUse)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInventoryEquipmentWidget", "SetDefaultIndex");
Params::NoceInventoryEquipmentWidget_SetDefaultIndex Parms{};
Parms.InIndex = InIndex;
UObject::ProcessEvent(Func, &Parms);
if (NoUse != nullptr)
*NoUse = Parms.NoUse;
}
// Function GameNoce.NoceInventoryFunctionLibrary.GetCharacterData
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FNoceNotebookContentData ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FNoceNotebookContentData UNoceInventoryFunctionLibrary::GetCharacterData(class FName InName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetCharacterData");
Params::NoceInventoryFunctionLibrary_GetCharacterData Parms{};
Parms.InName = InName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInventoryFunctionLibrary.GetCharacterNameData
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FNoceNotebookCategoryData ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FNoceNotebookCategoryData UNoceInventoryFunctionLibrary::GetCharacterNameData(class FName InName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetCharacterNameData");
Params::NoceInventoryFunctionLibrary_GetCharacterNameData Parms{};
Parms.InName = InName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInventoryFunctionLibrary.GetCharacterPageData
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FNoceNotebookCharacterPageData ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FNoceNotebookCharacterPageData UNoceInventoryFunctionLibrary::GetCharacterPageData(class FName InName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetCharacterPageData");
Params::NoceInventoryFunctionLibrary_GetCharacterPageData Parms{};
Parms.InName = InName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInventoryFunctionLibrary.GetConsumableData
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FNoceConsumableData ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FNoceConsumableData UNoceInventoryFunctionLibrary::GetConsumableData(class FName InName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetConsumableData");
Params::NoceInventoryFunctionLibrary_GetConsumableData Parms{};
Parms.InName = InName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInventoryFunctionLibrary.GetConsumableRowNames
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// TArray<class FName> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class FName> UNoceInventoryFunctionLibrary::GetConsumableRowNames()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetConsumableRowNames");
Params::NoceInventoryFunctionLibrary_GetConsumableRowNames Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInventoryFunctionLibrary.GetEnemyData
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FNoceNotebookContentData ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FNoceNotebookContentData UNoceInventoryFunctionLibrary::GetEnemyData(class FName InName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetEnemyData");
Params::NoceInventoryFunctionLibrary_GetEnemyData Parms{};
Parms.InName = InName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInventoryFunctionLibrary.GetEnemyNameData
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FNoceNotebookCategoryData ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FNoceNotebookCategoryData UNoceInventoryFunctionLibrary::GetEnemyNameData(class FName InName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetEnemyNameData");
Params::NoceInventoryFunctionLibrary_GetEnemyNameData Parms{};
Parms.InName = InName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInventoryFunctionLibrary.GetEnemyPageData
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FNoceNotebookEnemyPageData ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FNoceNotebookEnemyPageData UNoceInventoryFunctionLibrary::GetEnemyPageData(class FName InName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetEnemyPageData");
Params::NoceInventoryFunctionLibrary_GetEnemyPageData Parms{};
Parms.InName = InName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInventoryFunctionLibrary.GetExpandInventoryData
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FNoceExpandInventoryData ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FNoceExpandInventoryData UNoceInventoryFunctionLibrary::GetExpandInventoryData(class FName InName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetExpandInventoryData");
Params::NoceInventoryFunctionLibrary_GetExpandInventoryData Parms{};
Parms.InName = InName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInventoryFunctionLibrary.GetExpandInventoryRowNames
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// TArray<class FName> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class FName> UNoceInventoryFunctionLibrary::GetExpandInventoryRowNames()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetExpandInventoryRowNames");
Params::NoceInventoryFunctionLibrary_GetExpandInventoryRowNames Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInventoryFunctionLibrary.GetInfoData
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FNoceNotebookContentData ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FNoceNotebookContentData UNoceInventoryFunctionLibrary::GetInfoData(class FName InName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetInfoData");
Params::NoceInventoryFunctionLibrary_GetInfoData Parms{};
Parms.InName = InName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInventoryFunctionLibrary.GetInfoNameData
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FNoceNotebookCategoryData ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FNoceNotebookCategoryData UNoceInventoryFunctionLibrary::GetInfoNameData(class FName InName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetInfoNameData");
Params::NoceInventoryFunctionLibrary_GetInfoNameData Parms{};
Parms.InName = InName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInventoryFunctionLibrary.GetInfoPageData
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FNoceNotebookInfoPageData ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FNoceNotebookInfoPageData UNoceInventoryFunctionLibrary::GetInfoPageData(class FName InName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetInfoPageData");
Params::NoceInventoryFunctionLibrary_GetInfoPageData Parms{};
Parms.InName = InName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInventoryFunctionLibrary.GetKeyItemData
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FNoceKeyItemData ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FNoceKeyItemData UNoceInventoryFunctionLibrary::GetKeyItemData(class FName InName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetKeyItemData");
Params::NoceInventoryFunctionLibrary_GetKeyItemData Parms{};
Parms.InName = InName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInventoryFunctionLibrary.GetKeyItemEmaRowNames
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// TArray<class FName> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class FName> UNoceInventoryFunctionLibrary::GetKeyItemEmaRowNames()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetKeyItemEmaRowNames");
Params::NoceInventoryFunctionLibrary_GetKeyItemEmaRowNames Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInventoryFunctionLibrary.GetKeyItemRowNames
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// TArray<class FName> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class FName> UNoceInventoryFunctionLibrary::GetKeyItemRowNames()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetKeyItemRowNames");
Params::NoceInventoryFunctionLibrary_GetKeyItemRowNames Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInventoryFunctionLibrary.GetLetterData
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FNoceLetterData ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FNoceLetterData UNoceInventoryFunctionLibrary::GetLetterData(class FName InName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetLetterData");
Params::NoceInventoryFunctionLibrary_GetLetterData Parms{};
Parms.InName = InName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInventoryFunctionLibrary.GetLetterGroupData
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FNoceLetterGroupData ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FNoceLetterGroupData UNoceInventoryFunctionLibrary::GetLetterGroupData(class FName InName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetLetterGroupData");
Params::NoceInventoryFunctionLibrary_GetLetterGroupData Parms{};
Parms.InName = InName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInventoryFunctionLibrary.GetLetterGroupRowNames
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// TArray<class FName> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class FName> UNoceInventoryFunctionLibrary::GetLetterGroupRowNames()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetLetterGroupRowNames");
Params::NoceInventoryFunctionLibrary_GetLetterGroupRowNames Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInventoryFunctionLibrary.GetLetterRowNames
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// TArray<class FName> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class FName> UNoceInventoryFunctionLibrary::GetLetterRowNames()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetLetterRowNames");
Params::NoceInventoryFunctionLibrary_GetLetterRowNames Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInventoryFunctionLibrary.GetNotebookCharacterNameRowNames
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// TArray<class FName> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class FName> UNoceInventoryFunctionLibrary::GetNotebookCharacterNameRowNames()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetNotebookCharacterNameRowNames");
Params::NoceInventoryFunctionLibrary_GetNotebookCharacterNameRowNames Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInventoryFunctionLibrary.GetNotebookCharacterPageRowNames
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// TArray<class FName> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class FName> UNoceInventoryFunctionLibrary::GetNotebookCharacterPageRowNames()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetNotebookCharacterPageRowNames");
Params::NoceInventoryFunctionLibrary_GetNotebookCharacterPageRowNames Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInventoryFunctionLibrary.GetNotebookCharacterRowNames
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// TArray<class FName> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class FName> UNoceInventoryFunctionLibrary::GetNotebookCharacterRowNames()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetNotebookCharacterRowNames");
Params::NoceInventoryFunctionLibrary_GetNotebookCharacterRowNames Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInventoryFunctionLibrary.GetNotebookEnemyNameRowNames
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// TArray<class FName> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class FName> UNoceInventoryFunctionLibrary::GetNotebookEnemyNameRowNames()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetNotebookEnemyNameRowNames");
Params::NoceInventoryFunctionLibrary_GetNotebookEnemyNameRowNames Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInventoryFunctionLibrary.GetNotebookEnemyPageRowNames
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// TArray<class FName> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class FName> UNoceInventoryFunctionLibrary::GetNotebookEnemyPageRowNames()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetNotebookEnemyPageRowNames");
Params::NoceInventoryFunctionLibrary_GetNotebookEnemyPageRowNames Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInventoryFunctionLibrary.GetNotebookEnemyRowNames
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// TArray<class FName> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class FName> UNoceInventoryFunctionLibrary::GetNotebookEnemyRowNames()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetNotebookEnemyRowNames");
Params::NoceInventoryFunctionLibrary_GetNotebookEnemyRowNames Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInventoryFunctionLibrary.GetNotebookInfoNameRowNames
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// TArray<class FName> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class FName> UNoceInventoryFunctionLibrary::GetNotebookInfoNameRowNames()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetNotebookInfoNameRowNames");
Params::NoceInventoryFunctionLibrary_GetNotebookInfoNameRowNames Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInventoryFunctionLibrary.GetNotebookInfoPageRowNames
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// TArray<class FName> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class FName> UNoceInventoryFunctionLibrary::GetNotebookInfoPageRowNames()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetNotebookInfoPageRowNames");
Params::NoceInventoryFunctionLibrary_GetNotebookInfoPageRowNames Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInventoryFunctionLibrary.GetNotebookInfoRowNames
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// TArray<class FName> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class FName> UNoceInventoryFunctionLibrary::GetNotebookInfoRowNames()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetNotebookInfoRowNames");
Params::NoceInventoryFunctionLibrary_GetNotebookInfoRowNames Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInventoryFunctionLibrary.GetNotebookPuzzleNameRowNames
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// TArray<class FName> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class FName> UNoceInventoryFunctionLibrary::GetNotebookPuzzleNameRowNames()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetNotebookPuzzleNameRowNames");
Params::NoceInventoryFunctionLibrary_GetNotebookPuzzleNameRowNames Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInventoryFunctionLibrary.GetNotebookPuzzlePageRowNames
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// TArray<class FName> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class FName> UNoceInventoryFunctionLibrary::GetNotebookPuzzlePageRowNames()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetNotebookPuzzlePageRowNames");
Params::NoceInventoryFunctionLibrary_GetNotebookPuzzlePageRowNames Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInventoryFunctionLibrary.GetNotebookPuzzleRowNames
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// TArray<class FName> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class FName> UNoceInventoryFunctionLibrary::GetNotebookPuzzleRowNames()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetNotebookPuzzleRowNames");
Params::NoceInventoryFunctionLibrary_GetNotebookPuzzleRowNames Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInventoryFunctionLibrary.GetNotebookRowNames
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// TArray<class FName> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class FName> UNoceInventoryFunctionLibrary::GetNotebookRowNames()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetNotebookRowNames");
Params::NoceInventoryFunctionLibrary_GetNotebookRowNames Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInventoryFunctionLibrary.GetNotebookTutorialNameRowNames
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// TArray<class FName> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class FName> UNoceInventoryFunctionLibrary::GetNotebookTutorialNameRowNames()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetNotebookTutorialNameRowNames");
Params::NoceInventoryFunctionLibrary_GetNotebookTutorialNameRowNames Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInventoryFunctionLibrary.GetNotebookTutorialPageRowNames
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// TArray<class FName> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class FName> UNoceInventoryFunctionLibrary::GetNotebookTutorialPageRowNames()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetNotebookTutorialPageRowNames");
Params::NoceInventoryFunctionLibrary_GetNotebookTutorialPageRowNames Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInventoryFunctionLibrary.GetNotebookTutorialRowNames
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// TArray<class FName> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class FName> UNoceInventoryFunctionLibrary::GetNotebookTutorialRowNames()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetNotebookTutorialRowNames");
Params::NoceInventoryFunctionLibrary_GetNotebookTutorialRowNames Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInventoryFunctionLibrary.GetOmamoriData
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FNoceOmamoriData ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FNoceOmamoriData UNoceInventoryFunctionLibrary::GetOmamoriData(class FName InName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetOmamoriData");
Params::NoceInventoryFunctionLibrary_GetOmamoriData Parms{};
Parms.InName = InName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInventoryFunctionLibrary.GetOmamoriRowNames
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// TArray<class FName> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class FName> UNoceInventoryFunctionLibrary::GetOmamoriRowNames()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetOmamoriRowNames");
Params::NoceInventoryFunctionLibrary_GetOmamoriRowNames Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInventoryFunctionLibrary.GetPuzzleData
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FNoceNotebookMultiContentData ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FNoceNotebookMultiContentData UNoceInventoryFunctionLibrary::GetPuzzleData(class FName InName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetPuzzleData");
Params::NoceInventoryFunctionLibrary_GetPuzzleData Parms{};
Parms.InName = InName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInventoryFunctionLibrary.GetPuzzleNameData
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FNoceNotebookCategoryData ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FNoceNotebookCategoryData UNoceInventoryFunctionLibrary::GetPuzzleNameData(class FName InName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetPuzzleNameData");
Params::NoceInventoryFunctionLibrary_GetPuzzleNameData Parms{};
Parms.InName = InName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInventoryFunctionLibrary.GetPuzzlePageData
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FNoceNotebookPuzzlePageData ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FNoceNotebookPuzzlePageData UNoceInventoryFunctionLibrary::GetPuzzlePageData(class FName InName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetPuzzlePageData");
Params::NoceInventoryFunctionLibrary_GetPuzzlePageData Parms{};
Parms.InName = InName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInventoryFunctionLibrary.GetTutorialData
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FNoceNotebookContentData ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FNoceNotebookContentData UNoceInventoryFunctionLibrary::GetTutorialData(class FName InName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetTutorialData");
Params::NoceInventoryFunctionLibrary_GetTutorialData Parms{};
Parms.InName = InName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInventoryFunctionLibrary.GetTutorialNameData
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FNoceNotebookCategoryData ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FNoceNotebookCategoryData UNoceInventoryFunctionLibrary::GetTutorialNameData(class FName InName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetTutorialNameData");
Params::NoceInventoryFunctionLibrary_GetTutorialNameData Parms{};
Parms.InName = InName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInventoryFunctionLibrary.GetTutorialPageData
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FNoceNotebookTutorialPageData ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FNoceNotebookTutorialPageData UNoceInventoryFunctionLibrary::GetTutorialPageData(class FName InName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetTutorialPageData");
Params::NoceInventoryFunctionLibrary_GetTutorialPageData Parms{};
Parms.InName = InName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInventoryFunctionLibrary.GetWeaponData
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FNoceWeaponData ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FNoceWeaponData UNoceInventoryFunctionLibrary::GetWeaponData(class FName InName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetWeaponData");
Params::NoceInventoryFunctionLibrary_GetWeaponData Parms{};
Parms.InName = InName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInventoryFunctionLibrary.GetWeaponRowNames
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// TArray<class FName> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class FName> UNoceInventoryFunctionLibrary::GetWeaponRowNames()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceInventoryFunctionLibrary", "GetWeaponRowNames");
Params::NoceInventoryFunctionLibrary_GetWeaponRowNames Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerFunctionLibrary.CanPlayerActivateTrigger
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerFunctionLibrary::CanPlayerActivateTrigger(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NocePlayerFunctionLibrary", "CanPlayerActivateTrigger");
Params::NocePlayerFunctionLibrary_CanPlayerActivateTrigger Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerFunctionLibrary.GetNocePlayerController
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class ANocePlayerController* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class ANocePlayerController* UNocePlayerFunctionLibrary::GetNocePlayerController(const class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NocePlayerFunctionLibrary", "GetNocePlayerController");
Params::NocePlayerFunctionLibrary_GetNocePlayerController Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerFunctionLibrary.GetNocePlayerState
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class ANocePlayerState* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class ANocePlayerState* UNocePlayerFunctionLibrary::GetNocePlayerState(const class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NocePlayerFunctionLibrary", "GetNocePlayerState");
Params::NocePlayerFunctionLibrary_GetNocePlayerState Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerFunctionLibrary.GetPlayerCameraLocation
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
struct FVector UNocePlayerFunctionLibrary::GetPlayerCameraLocation(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NocePlayerFunctionLibrary", "GetPlayerCameraLocation");
Params::NocePlayerFunctionLibrary_GetPlayerCameraLocation Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerFunctionLibrary.GetPlayerCameraRotation
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FRotator ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
struct FRotator UNocePlayerFunctionLibrary::GetPlayerCameraRotation(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NocePlayerFunctionLibrary", "GetPlayerCameraRotation");
Params::NocePlayerFunctionLibrary_GetPlayerCameraRotation Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerFunctionLibrary.GetRandomLocationAroundPlayer
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// const class AActor* InPlayer (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InDistance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
struct FVector UNocePlayerFunctionLibrary::GetRandomLocationAroundPlayer(const class AActor* InPlayer, float InDistance)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NocePlayerFunctionLibrary", "GetRandomLocationAroundPlayer");
Params::NocePlayerFunctionLibrary_GetRandomLocationAroundPlayer Parms{};
Parms.InPlayer = InPlayer;
Parms.InDistance = InDistance;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerFunctionLibrary.IsActorInPlayerSightViewRange
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// const class AActor* InActor (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector2D& RangeX (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector2D& RangeY (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerFunctionLibrary::IsActorInPlayerSightViewRange(const class AActor* InActor, const struct FVector2D& RangeX, const struct FVector2D& RangeY)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NocePlayerFunctionLibrary", "IsActorInPlayerSightViewRange");
Params::NocePlayerFunctionLibrary_IsActorInPlayerSightViewRange Parms{};
Parms.InActor = InActor;
Parms.RangeX = std::move(RangeX);
Parms.RangeY = std::move(RangeY);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerFunctionLibrary.IsActorVisuallyBlocked
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// const class AActor* InActor (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerFunctionLibrary::IsActorVisuallyBlocked(const class AActor* InActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NocePlayerFunctionLibrary", "IsActorVisuallyBlocked");
Params::NocePlayerFunctionLibrary_IsActorVisuallyBlocked Parms{};
Parms.InActor = InActor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerFunctionLibrary.IsCurrentDarkHinako
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerFunctionLibrary::IsCurrentDarkHinako(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NocePlayerFunctionLibrary", "IsCurrentDarkHinako");
Params::NocePlayerFunctionLibrary_IsCurrentDarkHinako Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerFunctionLibrary.IsCurrentFogHinako
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerFunctionLibrary::IsCurrentFogHinako(class UObject* WorldContextObject)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NocePlayerFunctionLibrary", "IsCurrentFogHinako");
Params::NocePlayerFunctionLibrary_IsCurrentFogHinako Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerFunctionLibrary.IsInPlayerFrustum
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// const class AActor* InActor (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float SphereRatio (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerFunctionLibrary::IsInPlayerFrustum(const class AActor* InActor, float SphereRatio)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NocePlayerFunctionLibrary", "IsInPlayerFrustum");
Params::NocePlayerFunctionLibrary_IsInPlayerFrustum Parms{};
Parms.InActor = InActor;
Parms.SphereRatio = SphereRatio;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerFunctionLibrary.IsPointInPlayerFrustum
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// const class UWorld* InWorld (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& Point (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerFunctionLibrary::IsPointInPlayerFrustum(const class UWorld* InWorld, const struct FVector& Point)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NocePlayerFunctionLibrary", "IsPointInPlayerFrustum");
Params::NocePlayerFunctionLibrary_IsPointInPlayerFrustum Parms{};
Parms.InWorld = InWorld;
Parms.Point = std::move(Point);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerFunctionLibrary.IsPointInPlayerSightViewRange
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FVector& InPoint (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class AActor* InPlayer (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector2D& RangeX (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector2D& RangeY (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerFunctionLibrary::IsPointInPlayerSightViewRange(const struct FVector& InPoint, const class AActor* InPlayer, const struct FVector2D& RangeX, const struct FVector2D& RangeY)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NocePlayerFunctionLibrary", "IsPointInPlayerSightViewRange");
Params::NocePlayerFunctionLibrary_IsPointInPlayerSightViewRange Parms{};
Parms.InPoint = std::move(InPoint);
Parms.InPlayer = InPlayer;
Parms.RangeX = std::move(RangeX);
Parms.RangeY = std::move(RangeY);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerFunctionLibrary.IsPointVisuallyBlocked
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// const class UWorld* InWorld (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& InPoint (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class AActor* InActor (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool IsShowDebugLine (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerFunctionLibrary::IsPointVisuallyBlocked(const class UWorld* InWorld, const struct FVector& InPoint, const class AActor* InActor, bool IsShowDebugLine)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NocePlayerFunctionLibrary", "IsPointVisuallyBlocked");
Params::NocePlayerFunctionLibrary_IsPointVisuallyBlocked Parms{};
Parms.InWorld = InWorld;
Parms.InPoint = std::move(InPoint);
Parms.InActor = InActor;
Parms.IsShowDebugLine = IsShowDebugLine;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerFunctionLibrary.IsSphereInPlayerFrustum
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// const class UObject* InObject (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& Point (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float SphereRadius (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerFunctionLibrary::IsSphereInPlayerFrustum(const class UObject* InObject, const struct FVector& Point, float SphereRadius)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NocePlayerFunctionLibrary", "IsSphereInPlayerFrustum");
Params::NocePlayerFunctionLibrary_IsSphereInPlayerFrustum Parms{};
Parms.InObject = InObject;
Parms.Point = std::move(Point);
Parms.SphereRadius = SphereRadius;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerFunctionLibrary.SimulateNoceInputAction
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ENoceInputAction InputAction (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool IsPressed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerFunctionLibrary::SimulateNoceInputAction(const class UObject* WorldContextObject, ENoceInputAction InputAction, bool IsPressed)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NocePlayerFunctionLibrary", "SimulateNoceInputAction");
Params::NocePlayerFunctionLibrary_SimulateNoceInputAction Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.InputAction = InputAction;
Parms.IsPressed = IsPressed;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInventoryImageDialogWidget.Confirm
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceInventoryImageDialogWidget::Confirm()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInventoryImageDialogWidget", "Confirm");
Params::NoceInventoryImageDialogWidget_Confirm Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInventoryImageDialogWidget.HideGuide
// (Final, Native, Public, BlueprintCallable)
void UNoceInventoryImageDialogWidget::HideGuide()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInventoryImageDialogWidget", "HideGuide");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInventoryImageDialogWidget.OnPageAnimationCompleted
// (Final, Native, Protected)
void UNoceInventoryImageDialogWidget::OnPageAnimationCompleted()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInventoryImageDialogWidget", "OnPageAnimationCompleted");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInventoryImageDialogWidget.OnRefreshSelection
// (Final, Native, Protected)
// Parameters:
// int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceInventoryImageDialogWidget::OnRefreshSelection(int32 Index_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInventoryImageDialogWidget", "OnRefreshSelection");
Params::NoceInventoryImageDialogWidget_OnRefreshSelection Parms{};
Parms.Index_0 = Index_0;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInventoryImageDialogWidget.SelectNext
// (Final, Native, Protected)
void UNoceInventoryImageDialogWidget::SelectNext()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInventoryImageDialogWidget", "SelectNext");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInventoryImageDialogWidget.SelectPrevious
// (Final, Native, Protected)
void UNoceInventoryImageDialogWidget::SelectPrevious()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInventoryImageDialogWidget", "SelectPrevious");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInventoryImageDialogWidget.SetLetterGroupData
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const class FText& InGroupName (Parm, NativeAccessSpecifierPublic)
// const TArray<class FName>& InLetterNames (Parm, ZeroConstructor, NativeAccessSpecifierPublic)
void UNoceInventoryImageDialogWidget::SetLetterGroupData(const class FText& InGroupName, const TArray<class FName>& InLetterNames)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInventoryImageDialogWidget", "SetLetterGroupData");
Params::NoceInventoryImageDialogWidget_SetLetterGroupData Parms{};
Parms.InGroupName = std::move(InGroupName);
Parms.InLetterNames = std::move(InLetterNames);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInventoryImageDialogWidget.UpdateInput
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FInputEvent& InInputEvent (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// const struct FKey& InKey (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceInventoryImageDialogWidget::UpdateInput(const struct FInputEvent& InInputEvent, const struct FKey& InKey)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInventoryImageDialogWidget", "UpdateInput");
Params::NoceInventoryImageDialogWidget_UpdateInput Parms{};
Parms.InInputEvent = std::move(InInputEvent);
Parms.InKey = std::move(InKey);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInventoryImageWidget.LoadInventoryImage
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// const struct FSoftObjectPath& Path (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceInventoryImageWidget::LoadInventoryImage(const struct FSoftObjectPath& Path)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInventoryImageWidget", "LoadInventoryImage");
Params::NoceInventoryImageWidget_LoadInventoryImage Parms{};
Parms.Path = std::move(Path);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerState.AddFaithValue
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 Delta (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerState::AddFaithValue(int32 Delta)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "AddFaithValue");
Params::NocePlayerState_AddFaithValue Parms{};
Parms.Delta = Delta;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerState.AddGeneralMapIcon
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const struct FNoceMapGeneralIconData& InNewData (Parm, NoDestructor, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 ANocePlayerState::AddGeneralMapIcon(const struct FNoceMapGeneralIconData& InNewData)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "AddGeneralMapIcon");
Params::NocePlayerState_AddGeneralMapIcon Parms{};
Parms.InNewData = std::move(InNewData);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerState.AddMapIcon
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const ENoceDynamicMapIconType& InIconType (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerState::AddMapIcon(const ENoceDynamicMapIconType& InIconType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "AddMapIcon");
Params::NocePlayerState_AddMapIcon Parms{};
Parms.InIconType = InIconType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerState.AddMapIconV2
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const ENoceDynamicMapIconChapterType& InChapterType (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const ENoceDynamicMapIconIndexType& InIndexType (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerState::AddMapIconV2(const ENoceDynamicMapIconChapterType& InChapterType, const ENoceDynamicMapIconIndexType& InIndexType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "AddMapIconV2");
Params::NocePlayerState_AddMapIconV2 Parms{};
Parms.InChapterType = InChapterType;
Parms.InIndexType = InIndexType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerState.AddMapLocation
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const ENoceMapLocation& InLocation (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerState::AddMapLocation(const ENoceMapLocation& InLocation)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "AddMapLocation");
Params::NocePlayerState_AddMapLocation Parms{};
Parms.InLocation = InLocation;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerState.AddMaxHealthLevel
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerState::AddMaxHealthLevel(int32 InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "AddMaxHealthLevel");
Params::NocePlayerState_AddMaxHealthLevel Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerState.AddMaxSanityLevel
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerState::AddMaxSanityLevel(int32 InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "AddMaxSanityLevel");
Params::NocePlayerState_AddMaxSanityLevel Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerState.AddMaxStaminaLevel
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerState::AddMaxStaminaLevel(int32 InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "AddMaxStaminaLevel");
Params::NocePlayerState_AddMaxStaminaLevel Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerState.AddOmamoriDrawingCount
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 Delta (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerState::AddOmamoriDrawingCount(int32 Delta)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "AddOmamoriDrawingCount");
Params::NocePlayerState_AddOmamoriDrawingCount Parms{};
Parms.Delta = Delta;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerState.AddToViewedCutscene
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerState::AddToViewedCutscene(class FName InName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "AddToViewedCutscene");
Params::NocePlayerState_AddToViewedCutscene Parms{};
Parms.InName = InName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerState.AddUpgradeLevel
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENoceUpgradeType Type (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerState::AddUpgradeLevel(ENoceUpgradeType Type, int32 InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "AddUpgradeLevel");
Params::NocePlayerState_AddUpgradeLevel Parms{};
Parms.Type = Type;
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerState.ApplyAllAddMaxByLevel
// (Final, Native, Public, BlueprintCallable)
void ANocePlayerState::ApplyAllAddMaxByLevel()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "ApplyAllAddMaxByLevel");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerState.ApplyAttributeRatio
// (Final, Native, Public, BlueprintCallable)
void ANocePlayerState::ApplyAttributeRatio()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "ApplyAttributeRatio");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerState.ApplyClawAlterType
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENoceClawAlterType InClawAlterType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerState::ApplyClawAlterType(ENoceClawAlterType InClawAlterType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "ApplyClawAlterType");
Params::NocePlayerState_ApplyClawAlterType Parms{};
Parms.InClawAlterType = InClawAlterType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerState.ApplyFullHealth
// (Final, Native, Public, BlueprintCallable)
void ANocePlayerState::ApplyFullHealth()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "ApplyFullHealth");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerState.ApplyFullSanity
// (Final, Native, Public, BlueprintCallable)
void ANocePlayerState::ApplyFullSanity()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "ApplyFullSanity");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerState.ApplyFullStamina
// (Final, Native, Public, BlueprintCallable)
void ANocePlayerState::ApplyFullStamina()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "ApplyFullStamina");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerState.ApplyFullWeaponDurability
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const int32 Index_0 (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const bool IsFogWeapon (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerState::ApplyFullWeaponDurability(const int32 Index_0, const bool IsFogWeapon)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "ApplyFullWeaponDurability");
Params::NocePlayerState_ApplyFullWeaponDurability Parms{};
Parms.Index_0 = Index_0;
Parms.IsFogWeapon = IsFogWeapon;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerState.ApplyGameplayEffects
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const TArray<struct FSoftClassPath>& GameplayEffects (Parm, ZeroConstructor, NativeAccessSpecifierPublic)
void ANocePlayerState::ApplyGameplayEffects(const TArray<struct FSoftClassPath>& GameplayEffects)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "ApplyGameplayEffects");
Params::NocePlayerState_ApplyGameplayEffects Parms{};
Parms.GameplayEffects = std::move(GameplayEffects);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerState.BP_AddHealth
// (Event, Protected, BlueprintEvent)
// Parameters:
// float AddValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerState::BP_AddHealth(float AddValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "BP_AddHealth");
Params::NocePlayerState_BP_AddHealth Parms{};
Parms.AddValue = AddValue;
UObject::ProcessEvent(Func, &Parms);
}
// Function GameNoce.NocePlayerState.BP_AddSanity
// (Event, Protected, BlueprintEvent)
// Parameters:
// float AddValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerState::BP_AddSanity(float AddValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "BP_AddSanity");
Params::NocePlayerState_BP_AddSanity Parms{};
Parms.AddValue = AddValue;
UObject::ProcessEvent(Func, &Parms);
}
// Function GameNoce.NocePlayerState.BP_ApplyFullHealth
// (Event, Protected, BlueprintEvent)
void ANocePlayerState::BP_ApplyFullHealth()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "BP_ApplyFullHealth");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameNoce.NocePlayerState.BP_ApplyFullSanity
// (Event, Protected, BlueprintEvent)
void ANocePlayerState::BP_ApplyFullSanity()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "BP_ApplyFullSanity");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameNoce.NocePlayerState.BP_ApplyFullStamina
// (Event, Protected, BlueprintEvent)
void ANocePlayerState::BP_ApplyFullStamina()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "BP_ApplyFullStamina");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameNoce.NocePlayerState.CanUseConsumableType
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 InTypeBitmask (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerState::CanUseConsumableType(int32 InTypeBitmask)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "CanUseConsumableType");
Params::NocePlayerState_CanUseConsumableType Parms{};
Parms.InTypeBitmask = InTypeBitmask;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerState.CanUseConsumableTypeHealth
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerState::CanUseConsumableTypeHealth()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "CanUseConsumableTypeHealth");
Params::NocePlayerState_CanUseConsumableTypeHealth Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerState.CanUseConsumaleTypeClawTransform
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerState::CanUseConsumaleTypeClawTransform()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "CanUseConsumaleTypeClawTransform");
Params::NocePlayerState_CanUseConsumaleTypeClawTransform Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerState.CanUseConsumaleTypeCurrentMaxSanity
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerState::CanUseConsumaleTypeCurrentMaxSanity()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "CanUseConsumaleTypeCurrentMaxSanity");
Params::NocePlayerState_CanUseConsumaleTypeCurrentMaxSanity Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerState.CanUseConsumaleTypeSanity
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerState::CanUseConsumaleTypeSanity()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "CanUseConsumaleTypeSanity");
Params::NocePlayerState_CanUseConsumaleTypeSanity Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerState.CanUseConsumaleTypeWeapon
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerState::CanUseConsumaleTypeWeapon()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "CanUseConsumaleTypeWeapon");
Params::NocePlayerState_CanUseConsumaleTypeWeapon Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerState.ClaimDLCBoosterPack
// (Final, Native, Public, BlueprintCallable)
void ANocePlayerState::ClaimDLCBoosterPack()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "ClaimDLCBoosterPack");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerState.ClaimDLCOmamori
// (Final, Native, Public, BlueprintCallable)
void ANocePlayerState::ClaimDLCOmamori()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "ClaimDLCOmamori");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerState.FixWeaponDurabilityByCost
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENoceActionLevel ActionLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const int32 Index_0 (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const int32 Percent (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const bool IsFogWeapon (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerState::FixWeaponDurabilityByCost(ENoceActionLevel ActionLevel, const int32 Index_0, const int32 Percent, const bool IsFogWeapon)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "FixWeaponDurabilityByCost");
Params::NocePlayerState_FixWeaponDurabilityByCost Parms{};
Parms.ActionLevel = ActionLevel;
Parms.Index_0 = Index_0;
Parms.Percent = Percent;
Parms.IsFogWeapon = IsFogWeapon;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerState.GetCanShowSavePointFixWeapon
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerState::GetCanShowSavePointFixWeapon()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "GetCanShowSavePointFixWeapon");
Params::NocePlayerState_GetCanShowSavePointFixWeapon Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerState.GetDisableMultiRoundIcon
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerState::GetDisableMultiRoundIcon()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "GetDisableMultiRoundIcon");
Params::NocePlayerState_GetDisableMultiRoundIcon Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerState.GetEnableMap
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerState::GetEnableMap()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "GetEnableMap");
Params::NocePlayerState_GetEnableMap Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerState.GetEnableSavePointFixWeapon
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerState::GetEnableSavePointFixWeapon()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "GetEnableSavePointFixWeapon");
Params::NocePlayerState_GetEnableSavePointFixWeapon Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerState.GetEnableSavePointOffering
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerState::GetEnableSavePointOffering()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "GetEnableSavePointOffering");
Params::NocePlayerState_GetEnableSavePointOffering Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerState.GetEnableSavePointUpgrade
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerState::GetEnableSavePointUpgrade()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "GetEnableSavePointUpgrade");
Params::NocePlayerState_GetEnableSavePointUpgrade Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerState.GetFaithItemIDs
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// TArray<class FName> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class FName> ANocePlayerState::GetFaithItemIDs()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "GetFaithItemIDs");
Params::NocePlayerState_GetFaithItemIDs Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerState.GetFaithValue
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 ANocePlayerState::GetFaithValue()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "GetFaithValue");
Params::NocePlayerState_GetFaithValue Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerState.GetFixCost
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENoceActionLevel InActionLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName InWeaponName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ANocePlayerState::GetFixCost(ENoceActionLevel InActionLevel, class FName InWeaponName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "GetFixCost");
Params::NocePlayerState_GetFixCost Parms{};
Parms.InActionLevel = InActionLevel;
Parms.InWeaponName = InWeaponName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerState.GetGeneralMapIconData
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// TArray<struct FNoceMapGeneralIconData>* OutResult (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
void ANocePlayerState::GetGeneralMapIconData(TArray<struct FNoceMapGeneralIconData>* OutResult)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "GetGeneralMapIconData");
Params::NocePlayerState_GetGeneralMapIconData Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutResult != nullptr)
*OutResult = std::move(Parms.OutResult);
}
// Function GameNoce.NocePlayerState.GetHealthHealAmount
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENoceActionLevel ActionLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ANocePlayerState::GetHealthHealAmount(ENoceActionLevel ActionLevel)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "GetHealthHealAmount");
Params::NocePlayerState_GetHealthHealAmount Parms{};
Parms.ActionLevel = ActionLevel;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerState.GetHealthHealCost
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENoceActionLevel ActionLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 ANocePlayerState::GetHealthHealCost(ENoceActionLevel ActionLevel)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "GetHealthHealCost");
Params::NocePlayerState_GetHealthHealCost Parms{};
Parms.ActionLevel = ActionLevel;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerState.GetHinaCharMesh
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENocePlayerType InPlayerType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class FName ANocePlayerState::GetHinaCharMesh(ENocePlayerType InPlayerType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "GetHinaCharMesh");
Params::NocePlayerState_GetHinaCharMesh Parms{};
Parms.InPlayerType = InPlayerType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerState.GetIsUnderHellModeAttack
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerState::GetIsUnderHellModeAttack()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "GetIsUnderHellModeAttack");
Params::NocePlayerState_GetIsUnderHellModeAttack Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerState.GetLastMapArea
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENoceMapArea ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ENoceMapArea ANocePlayerState::GetLastMapArea()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "GetLastMapArea");
Params::NocePlayerState_GetLastMapArea Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerState.GetLastMissionText
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
class FText ANocePlayerState::GetLastMissionText()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "GetLastMissionText");
Params::NocePlayerState_GetLastMissionText Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerState.GetMapAreaScale
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const ENoceMapArea& InArea (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float DefaultScale (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ANocePlayerState::GetMapAreaScale(const ENoceMapArea& InArea, float DefaultScale)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "GetMapAreaScale");
Params::NocePlayerState_GetMapAreaScale Parms{};
Parms.InArea = InArea;
Parms.DefaultScale = DefaultScale;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerState.GetMapIconStatus
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const ENoceDynamicMapIconType& InIconType (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ENoceMapStatus ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ENoceMapStatus ANocePlayerState::GetMapIconStatus(const ENoceDynamicMapIconType& InIconType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "GetMapIconStatus");
Params::NocePlayerState_GetMapIconStatus Parms{};
Parms.InIconType = InIconType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerState.GetMapIconStatusV2
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const ENoceDynamicMapIconChapterType& InChapterType (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const ENoceDynamicMapIconIndexType& InIndexType (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ENoceMapStatus ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ENoceMapStatus ANocePlayerState::GetMapIconStatusV2(const ENoceDynamicMapIconChapterType& InChapterType, const ENoceDynamicMapIconIndexType& InIndexType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "GetMapIconStatusV2");
Params::NocePlayerState_GetMapIconStatusV2 Parms{};
Parms.InChapterType = InChapterType;
Parms.InIndexType = InIndexType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerState.GetMaxHealthLevel
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 ANocePlayerState::GetMaxHealthLevel()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "GetMaxHealthLevel");
Params::NocePlayerState_GetMaxHealthLevel Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerState.GetMaxSanityLevel
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 ANocePlayerState::GetMaxSanityLevel()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "GetMaxSanityLevel");
Params::NocePlayerState_GetMaxSanityLevel Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerState.GetMaxStaminaLevel
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 ANocePlayerState::GetMaxStaminaLevel()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "GetMaxStaminaLevel");
Params::NocePlayerState_GetMaxStaminaLevel Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerState.GetOmamoriDrawingCount
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 ANocePlayerState::GetOmamoriDrawingCount()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "GetOmamoriDrawingCount");
Params::NocePlayerState_GetOmamoriDrawingCount Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerState.GetSanityHealAmount
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENoceActionLevel ActionLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ANocePlayerState::GetSanityHealAmount(ENoceActionLevel ActionLevel)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "GetSanityHealAmount");
Params::NocePlayerState_GetSanityHealAmount Parms{};
Parms.ActionLevel = ActionLevel;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerState.GetSanityHealCost
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENoceActionLevel ActionLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 ANocePlayerState::GetSanityHealCost(ENoceActionLevel ActionLevel)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "GetSanityHealCost");
Params::NocePlayerState_GetSanityHealCost Parms{};
Parms.ActionLevel = ActionLevel;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerState.GetSanityHealRatio
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENoceActionLevel ActionLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ANocePlayerState::GetSanityHealRatio(ENoceActionLevel ActionLevel)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "GetSanityHealRatio");
Params::NocePlayerState_GetSanityHealRatio Parms{};
Parms.ActionLevel = ActionLevel;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerState.GetUpgradeLevel
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// ENoceUpgradeType Type (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 ANocePlayerState::GetUpgradeLevel(ENoceUpgradeType Type)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "GetUpgradeLevel");
Params::NocePlayerState_GetUpgradeLevel Parms{};
Parms.Type = Type;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerState.GetWeaponDurabilityFixCost
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENoceActionLevel ActionLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const int32 Index_0 (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const bool IsFogWeapon (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 ANocePlayerState::GetWeaponDurabilityFixCost(ENoceActionLevel ActionLevel, const int32 Index_0, const bool IsFogWeapon)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "GetWeaponDurabilityFixCost");
Params::NocePlayerState_GetWeaponDurabilityFixCost Parms{};
Parms.ActionLevel = ActionLevel;
Parms.Index_0 = Index_0;
Parms.IsFogWeapon = IsFogWeapon;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerState.HasBroochKeyItem
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerState::HasBroochKeyItem()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "HasBroochKeyItem");
Params::NocePlayerState_HasBroochKeyItem Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerState.HasExorcismPotion
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerState::HasExorcismPotion()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "HasExorcismPotion");
Params::NocePlayerState_HasExorcismPotion Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerState.HasMapLocation
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const ENoceMapLocation& InLocation (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerState::HasMapLocation(const ENoceMapLocation& InLocation)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "HasMapLocation");
Params::NocePlayerState_HasMapLocation Parms{};
Parms.InLocation = InLocation;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerState.HasSacredSword
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerState::HasSacredSword()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "HasSacredSword");
Params::NocePlayerState_HasSacredSword Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerState.HasUsedDebugTeleport
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerState::HasUsedDebugTeleport()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "HasUsedDebugTeleport");
Params::NocePlayerState_HasUsedDebugTeleport Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerState.HealHealthByCost
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENoceActionLevel ActionLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 Cost (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerState::HealHealthByCost(ENoceActionLevel ActionLevel, int32 Cost)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "HealHealthByCost");
Params::NocePlayerState_HealHealthByCost Parms{};
Parms.ActionLevel = ActionLevel;
Parms.Cost = Cost;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerState.HealSanityByCost
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENoceActionLevel ActionLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 Cost (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerState::HealSanityByCost(ENoceActionLevel ActionLevel, int32 Cost)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "HealSanityByCost");
Params::NocePlayerState_HealSanityByCost Parms{};
Parms.ActionLevel = ActionLevel;
Parms.Cost = Cost;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerState.IsClawAlterTypeApplied
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENoceClawAlterType InClawAlterType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerState::IsClawAlterTypeApplied(ENoceClawAlterType InClawAlterType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "IsClawAlterTypeApplied");
Params::NocePlayerState_IsClawAlterTypeApplied Parms{};
Parms.InClawAlterType = InClawAlterType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerState.IsDLCBoosterPackClaimed
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerState::IsDLCBoosterPackClaimed()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "IsDLCBoosterPackClaimed");
Params::NocePlayerState_IsDLCBoosterPackClaimed Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerState.IsDLCOmamoriClaimed
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerState::IsDLCOmamoriClaimed()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "IsDLCOmamoriClaimed");
Params::NocePlayerState_IsDLCOmamoriClaimed Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerState.IsFullHealth
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerState::IsFullHealth()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "IsFullHealth");
Params::NocePlayerState_IsFullHealth Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerState.IsFullSanity
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerState::IsFullSanity()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "IsFullSanity");
Params::NocePlayerState_IsFullSanity Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerState.IsFullWeaponDurability
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const int32 Index_0 (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const bool IsFogWeapon (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerState::IsFullWeaponDurability(const int32 Index_0, const bool IsFogWeapon)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "IsFullWeaponDurability");
Params::NocePlayerState_IsFullWeaponDurability Parms{};
Parms.Index_0 = Index_0;
Parms.IsFogWeapon = IsFogWeapon;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerState.IsNewCutscene
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerState::IsNewCutscene(class FName InName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "IsNewCutscene");
Params::NocePlayerState_IsNewCutscene Parms{};
Parms.InName = InName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerState.IsNotebookHintBlocked
// (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// bool* IsBlocked (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerState::IsNotebookHintBlocked(bool* IsBlocked)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "IsNotebookHintBlocked");
Params::NocePlayerState_IsNotebookHintBlocked Parms{};
UObject::ProcessEvent(Func, &Parms);
if (IsBlocked != nullptr)
*IsBlocked = Parms.IsBlocked;
}
// Function GameNoce.NocePlayerState.IsRestrictionMatch
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int32 BitMask (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerState::IsRestrictionMatch(int32 BitMask)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "IsRestrictionMatch");
Params::NocePlayerState_IsRestrictionMatch Parms{};
Parms.BitMask = BitMask;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerState.IsRestrictionMatchFlag
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// ENocePlayerRestriction Flag (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerState::IsRestrictionMatchFlag(ENocePlayerRestriction Flag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "IsRestrictionMatchFlag");
Params::NocePlayerState_IsRestrictionMatchFlag Parms{};
Parms.Flag = Flag;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerState.IsStoryEndingBranchMatch
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int32 BitMask (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerState::IsStoryEndingBranchMatch(int32 BitMask)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "IsStoryEndingBranchMatch");
Params::NocePlayerState_IsStoryEndingBranchMatch Parms{};
Parms.BitMask = BitMask;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerState.IsStoryEndingBranchMatchFlag
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// ENoceStoryEndingBranch Flag (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerState::IsStoryEndingBranchMatchFlag(ENoceStoryEndingBranch Flag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "IsStoryEndingBranchMatchFlag");
Params::NocePlayerState_IsStoryEndingBranchMatchFlag Parms{};
Parms.Flag = Flag;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerState.MassRemoveMapIconV2
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const TArray<ENoceDynamicMapIconChapterType>&InChapterTypes (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// const TMap<ENoceDynamicMapIconChapterType, struct FNoceMapDynamicIconArray>&InExceptions (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
void ANocePlayerState::MassRemoveMapIconV2(const TArray<ENoceDynamicMapIconChapterType>& InChapterTypes, const TMap<ENoceDynamicMapIconChapterType, struct FNoceMapDynamicIconArray>& InExceptions)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "MassRemoveMapIconV2");
Params::NocePlayerState_MassRemoveMapIconV2 Parms{};
Parms.InChapterTypes = std::move(InChapterTypes);
Parms.InExceptions = std::move(InExceptions);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerState.OmamoriRandRange
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float InMin (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InMax (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ANocePlayerState::OmamoriRandRange(float InMin, float InMax)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "OmamoriRandRange");
Params::NocePlayerState_OmamoriRandRange Parms{};
Parms.InMin = InMin;
Parms.InMax = InMax;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerState.OnAddNewItem
// (Final, Native, Protected)
// Parameters:
// ENoceInventoryType InventoryType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName ID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerState::OnAddNewItem(ENoceInventoryType InventoryType, class FName ID)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "OnAddNewItem");
Params::NocePlayerState_OnAddNewItem Parms{};
Parms.InventoryType = InventoryType;
Parms.ID = ID;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerState.OnAddNewWeapon
// (Final, Native, Protected)
// Parameters:
// class FName ID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerState::OnAddNewWeapon(class FName ID)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "OnAddNewWeapon");
Params::NocePlayerState_OnAddNewWeapon Parms{};
Parms.ID = ID;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerState.OnBeforeChangeWeapon
// (Final, Native, Protected)
void ANocePlayerState::OnBeforeChangeWeapon()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "OnBeforeChangeWeapon");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerState.OnChangeOmamori
// (Final, Native, Protected)
// Parameters:
// int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName OldID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName NewID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerState::OnChangeOmamori(int32 Index_0, class FName OldID, class FName NewID)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "OnChangeOmamori");
Params::NocePlayerState_OnChangeOmamori Parms{};
Parms.Index_0 = Index_0;
Parms.OldID = OldID;
Parms.NewID = NewID;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerState.OnChangeWeapon
// (Final, Native, Protected)
// Parameters:
// int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerState::OnChangeWeapon(int32 Index_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "OnChangeWeapon");
Params::NocePlayerState_OnChangeWeapon Parms{};
Parms.Index_0 = Index_0;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerState.OnDiscardEquippedWeapon
// (Final, Native, Protected)
void ANocePlayerState::OnDiscardEquippedWeapon()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "OnDiscardEquippedWeapon");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerState.OnSetOmamoriSlotNum
// (Final, Native, Protected)
// Parameters:
// int32 NewSlotNum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerState::OnSetOmamoriSlotNum(int32 NewSlotNum)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "OnSetOmamoriSlotNum");
Params::NocePlayerState_OnSetOmamoriSlotNum Parms{};
Parms.NewSlotNum = NewSlotNum;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerState.OnUseConsumableItem
// (Final, Native, Protected)
// Parameters:
// class FName ID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerState::OnUseConsumableItem(class FName ID)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "OnUseConsumableItem");
Params::NocePlayerState_OnUseConsumableItem Parms{};
Parms.ID = ID;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerState.OnWeaponChanged
// (Final, Native, Protected)
// Parameters:
// class ANoceWeapon* NewWeapon (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerState::OnWeaponChanged(class ANoceWeapon* NewWeapon)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "OnWeaponChanged");
Params::NocePlayerState_OnWeaponChanged Parms{};
Parms.NewWeapon = NewWeapon;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerState.OnWeaponDurabilityChanged
// (Final, Native, Protected)
// Parameters:
// class FName InWeaponName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InDurability (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool InIsDiscarded (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool InIsBroken (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerState::OnWeaponDurabilityChanged(class FName InWeaponName, float InDurability, bool InIsDiscarded, bool InIsBroken)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "OnWeaponDurabilityChanged");
Params::NocePlayerState_OnWeaponDurabilityChanged Parms{};
Parms.InWeaponName = InWeaponName;
Parms.InDurability = InDurability;
Parms.InIsDiscarded = InIsDiscarded;
Parms.InIsBroken = InIsBroken;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerState.RecordAttributeRatio
// (Final, Native, Public, BlueprintCallable)
void ANocePlayerState::RecordAttributeRatio()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "RecordAttributeRatio");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerState.RefreshGameplayTagsForClawAlterType
// (Final, Native, Public, BlueprintCallable)
void ANocePlayerState::RefreshGameplayTagsForClawAlterType()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "RefreshGameplayTagsForClawAlterType");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerState.RemoveAllAddMaxByLevel
// (Final, Native, Public, BlueprintCallable)
void ANocePlayerState::RemoveAllAddMaxByLevel()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "RemoveAllAddMaxByLevel");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerState.RemoveClawAlterType
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENoceClawAlterType InClawAlterType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerState::RemoveClawAlterType(ENoceClawAlterType InClawAlterType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "RemoveClawAlterType");
Params::NocePlayerState_RemoveClawAlterType Parms{};
Parms.InClawAlterType = InClawAlterType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerState.RemoveFromViewedCutscene
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerState::RemoveFromViewedCutscene(class FName InName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "RemoveFromViewedCutscene");
Params::NocePlayerState_RemoveFromViewedCutscene Parms{};
Parms.InName = InName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerState.RemoveGameplayEffects
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const TArray<struct FSoftClassPath>& GameplayEffects (Parm, ZeroConstructor, NativeAccessSpecifierPublic)
void ANocePlayerState::RemoveGameplayEffects(const TArray<struct FSoftClassPath>& GameplayEffects)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "RemoveGameplayEffects");
Params::NocePlayerState_RemoveGameplayEffects Parms{};
Parms.GameplayEffects = std::move(GameplayEffects);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerState.RemoveMapIcon
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const ENoceDynamicMapIconType& InIconType (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerState::RemoveMapIcon(const ENoceDynamicMapIconType& InIconType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "RemoveMapIcon");
Params::NocePlayerState_RemoveMapIcon Parms{};
Parms.InIconType = InIconType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerState.RemoveMapIconV2
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const ENoceDynamicMapIconChapterType& InChapterType (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const ENoceDynamicMapIconIndexType& InIndexType (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerState::RemoveMapIconV2(const ENoceDynamicMapIconChapterType& InChapterType, const ENoceDynamicMapIconIndexType& InIndexType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "RemoveMapIconV2");
Params::NocePlayerState_RemoveMapIconV2 Parms{};
Parms.InChapterType = InChapterType;
Parms.InIndexType = InIndexType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerState.RemoveMapLocation
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const ENoceMapLocation& InLocation (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerState::RemoveMapLocation(const ENoceMapLocation& InLocation)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "RemoveMapLocation");
Params::NocePlayerState_RemoveMapLocation Parms{};
Parms.InLocation = InLocation;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerState.RemoveRestriction
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 BitMask (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerState::RemoveRestriction(int32 BitMask)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "RemoveRestriction");
Params::NocePlayerState_RemoveRestriction Parms{};
Parms.BitMask = BitMask;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerState.RemoveRestrictionFlag
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENocePlayerRestriction Flag (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerState::RemoveRestrictionFlag(ENocePlayerRestriction Flag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "RemoveRestrictionFlag");
Params::NocePlayerState_RemoveRestrictionFlag Parms{};
Parms.Flag = Flag;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerState.RemoveStoryEndingBranch
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 BitMask (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerState::RemoveStoryEndingBranch(int32 BitMask)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "RemoveStoryEndingBranch");
Params::NocePlayerState_RemoveStoryEndingBranch Parms{};
Parms.BitMask = BitMask;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerState.RemoveStoryEndingBranchFlag
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENoceStoryEndingBranch Flag (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerState::RemoveStoryEndingBranchFlag(ENoceStoryEndingBranch Flag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "RemoveStoryEndingBranchFlag");
Params::NocePlayerState_RemoveStoryEndingBranchFlag Parms{};
Parms.Flag = Flag;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerState.ResetForTheNewRound
// (Final, Native, Public, BlueprintCallable)
void ANocePlayerState::ResetForTheNewRound()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "ResetForTheNewRound");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerState.SetDisableMultiRoundIcon
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InDisableMultiRoundIcon (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerState::SetDisableMultiRoundIcon(bool InDisableMultiRoundIcon)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "SetDisableMultiRoundIcon");
Params::NocePlayerState_SetDisableMultiRoundIcon Parms{};
Parms.InDisableMultiRoundIcon = InDisableMultiRoundIcon;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerState.SetEnableMap
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InEnableMap (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerState::SetEnableMap(bool InEnableMap)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "SetEnableMap");
Params::NocePlayerState_SetEnableMap Parms{};
Parms.InEnableMap = InEnableMap;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerState.SetEnableSavePointFixWeapon
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerState::SetEnableSavePointFixWeapon(bool InEnable)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "SetEnableSavePointFixWeapon");
Params::NocePlayerState_SetEnableSavePointFixWeapon Parms{};
Parms.InEnable = InEnable;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerState.SetEnableSavePointOffering
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerState::SetEnableSavePointOffering(bool InEnable)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "SetEnableSavePointOffering");
Params::NocePlayerState_SetEnableSavePointOffering Parms{};
Parms.InEnable = InEnable;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerState.SetEnableSavePointUpgrade
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerState::SetEnableSavePointUpgrade(bool InEnable)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "SetEnableSavePointUpgrade");
Params::NocePlayerState_SetEnableSavePointUpgrade Parms{};
Parms.InEnable = InEnable;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerState.SetHinaCharMesh
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENocePlayerType InPlayerType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName InCharMesh (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerState::SetHinaCharMesh(ENocePlayerType InPlayerType, class FName InCharMesh)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "SetHinaCharMesh");
Params::NocePlayerState_SetHinaCharMesh Parms{};
Parms.InPlayerType = InPlayerType;
Parms.InCharMesh = InCharMesh;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerState.SetIsUnderHellModeAttack
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerState::SetIsUnderHellModeAttack(bool Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "SetIsUnderHellModeAttack");
Params::NocePlayerState_SetIsUnderHellModeAttack Parms{};
Parms.Value = Value;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerState.SetLastMapArea
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const ENoceMapArea& InArea (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerState::SetLastMapArea(const ENoceMapArea& InArea)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "SetLastMapArea");
Params::NocePlayerState_SetLastMapArea Parms{};
Parms.InArea = InArea;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerState.SetLastMissionText
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const class FText& InText (Parm, NativeAccessSpecifierPublic)
void ANocePlayerState::SetLastMissionText(const class FText& InText)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "SetLastMissionText");
Params::NocePlayerState_SetLastMissionText Parms{};
Parms.InText = std::move(InText);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerState.SetMapAreaScale
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const ENoceMapArea& InArea (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const float& InScale (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerState::SetMapAreaScale(const ENoceMapArea& InArea, const float& InScale)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "SetMapAreaScale");
Params::NocePlayerState_SetMapAreaScale Parms{};
Parms.InArea = InArea;
Parms.InScale = InScale;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerState.SetMapIconStatus
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const ENoceDynamicMapIconType& InIconType (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const ENoceMapStatus& InStatus (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerState::SetMapIconStatus(const ENoceDynamicMapIconType& InIconType, const ENoceMapStatus& InStatus)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "SetMapIconStatus");
Params::NocePlayerState_SetMapIconStatus Parms{};
Parms.InIconType = InIconType;
Parms.InStatus = InStatus;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerState.SetMapIconStatusV2
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const ENoceDynamicMapIconChapterType& InChapterType (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const ENoceDynamicMapIconIndexType& InIndexType (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const ENoceMapStatus& InStatus (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerState::SetMapIconStatusV2(const ENoceDynamicMapIconChapterType& InChapterType, const ENoceDynamicMapIconIndexType& InIndexType, const ENoceMapStatus& InStatus)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "SetMapIconStatusV2");
Params::NocePlayerState_SetMapIconStatusV2 Parms{};
Parms.InChapterType = InChapterType;
Parms.InIndexType = InIndexType;
Parms.InStatus = InStatus;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerState.SetRestriction
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 BitMask (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerState::SetRestriction(int32 BitMask)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "SetRestriction");
Params::NocePlayerState_SetRestriction Parms{};
Parms.BitMask = BitMask;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerState.SetRestrictionFlag
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENocePlayerRestriction Flag (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerState::SetRestrictionFlag(ENocePlayerRestriction Flag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "SetRestrictionFlag");
Params::NocePlayerState_SetRestrictionFlag Parms{};
Parms.Flag = Flag;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerState.SetStoryEndingBranch
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 BitMask (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerState::SetStoryEndingBranch(int32 BitMask)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "SetStoryEndingBranch");
Params::NocePlayerState_SetStoryEndingBranch Parms{};
Parms.BitMask = BitMask;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerState.SetStoryEndingBranchFlag
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENoceStoryEndingBranch Flag (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerState::SetStoryEndingBranchFlag(ENoceStoryEndingBranch Flag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "SetStoryEndingBranchFlag");
Params::NocePlayerState_SetStoryEndingBranchFlag Parms{};
Parms.Flag = Flag;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerState.SetUsedDebugTeleport
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerState::SetUsedDebugTeleport(bool InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "SetUsedDebugTeleport");
Params::NocePlayerState_SetUsedDebugTeleport Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerState.UpdateGeneralMapIconVisibility
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool InIsVisible (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerState::UpdateGeneralMapIconVisibility(int32 Index_0, bool InIsVisible)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "UpdateGeneralMapIconVisibility");
Params::NocePlayerState_UpdateGeneralMapIconVisibility Parms{};
Parms.Index_0 = Index_0;
Parms.InIsVisible = InIsVisible;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerState.UpdateLastSavePoint
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor* InSavePointActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerState::UpdateLastSavePoint(class AActor* InSavePointActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerState", "UpdateLastSavePoint");
Params::NocePlayerState_UpdateLastSavePoint Parms{};
Parms.InSavePointActor = InSavePointActor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSanityFlowerWidget.UpdateFlowerVisibility
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 SmallFlowerNum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSanityFlowerWidget::UpdateFlowerVisibility(int32 SmallFlowerNum)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSanityFlowerWidget", "UpdateFlowerVisibility");
Params::NoceSanityFlowerWidget_UpdateFlowerVisibility Parms{};
Parms.SmallFlowerNum = SmallFlowerNum;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInventoryListItemWidget.EquipFailed
// (Final, Native, Public, BlueprintCallable)
void UNoceInventoryListItemWidget::EquipFailed()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInventoryListItemWidget", "EquipFailed");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInventoryListItemWidget.OnSelectEquipFailCompleted
// (Final, Native, Protected)
void UNoceInventoryListItemWidget::OnSelectEquipFailCompleted()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInventoryListItemWidget", "OnSelectEquipFailCompleted");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInventoryListItemWidget.OnSelectToEquipCompleted
// (Final, Native, Protected)
void UNoceInventoryListItemWidget::OnSelectToEquipCompleted()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInventoryListItemWidget", "OnSelectToEquipCompleted");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInventoryListItemWidget.PlaySelectToEquip
// (Final, Native, Public, BlueprintCallable)
void UNoceInventoryListItemWidget::PlaySelectToEquip()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInventoryListItemWidget", "PlaySelectToEquip");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInventoryListItemWidget.RefreshEquipped
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InIsEquipped (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceInventoryListItemWidget::RefreshEquipped(bool InIsEquipped)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInventoryListItemWidget", "RefreshEquipped");
Params::NoceInventoryListItemWidget_RefreshEquipped Parms{};
Parms.InIsEquipped = InIsEquipped;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInventoryListWidget.DiscardItem
// (Final, Native, Public, BlueprintCallable)
void UNoceInventoryListWidget::DiscardItem()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInventoryListWidget", "DiscardItem");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInventoryListWidget.PlayEquipFailed
// (Final, Native, Public, BlueprintCallable)
void UNoceInventoryListWidget::PlayEquipFailed()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInventoryListWidget", "PlayEquipFailed");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInventoryListWidget.RefreshEquipped
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const TArray<class FName>& EquippedItem (Parm, ZeroConstructor, NativeAccessSpecifierPublic)
void UNoceInventoryListWidget::RefreshEquipped(const TArray<class FName>& EquippedItem)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInventoryListWidget", "RefreshEquipped");
Params::NoceInventoryListWidget_RefreshEquipped Parms{};
Parms.EquippedItem = std::move(EquippedItem);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInventoryListWidget.SelectItem
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName ID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceInventoryListWidget::SelectItem(class FName ID)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInventoryListWidget", "SelectItem");
Params::NoceInventoryListWidget_SelectItem Parms{};
Parms.ID = ID;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInventoryListWidget.SetAllData
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const TArray<class UInventoryItemListObject*>&Items (Parm, ZeroConstructor, NativeAccessSpecifierPublic)
void UNoceInventoryListWidget::SetAllData(const TArray<class UInventoryItemListObject*>& Items)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInventoryListWidget", "SetAllData");
Params::NoceInventoryListWidget_SetAllData Parms{};
Parms.Items = std::move(Items);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInventoryListWidget.SetConsumableData
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const TArray<struct FNoceInventoryConsumable>&Items (Parm, ZeroConstructor, NativeAccessSpecifierPublic)
// const TArray<class FName>& EquippedItems (Parm, ZeroConstructor, NativeAccessSpecifierPublic)
// int32 InPointNum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 InEmaNum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceInventoryListWidget::SetConsumableData(const TArray<struct FNoceInventoryConsumable>& Items, const TArray<class FName>& EquippedItems, int32 InPointNum, int32 InEmaNum)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInventoryListWidget", "SetConsumableData");
Params::NoceInventoryListWidget_SetConsumableData Parms{};
Parms.Items = std::move(Items);
Parms.EquippedItems = std::move(EquippedItems);
Parms.InPointNum = InPointNum;
Parms.InEmaNum = InEmaNum;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInventoryListWidget.SetOmamoriData
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const TArray<struct FNoceInventoryData>&Items (Parm, ZeroConstructor, NativeAccessSpecifierPublic)
// const TArray<class FName>& EquippedItems (Parm, ZeroConstructor, NativeAccessSpecifierPublic)
void UNoceInventoryListWidget::SetOmamoriData(const TArray<struct FNoceInventoryData>& Items, const TArray<class FName>& EquippedItems)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInventoryListWidget", "SetOmamoriData");
Params::NoceInventoryListWidget_SetOmamoriData Parms{};
Parms.Items = std::move(Items);
Parms.EquippedItems = std::move(EquippedItems);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePopWindowBtnWidget.UpdateText
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const class FName& InActionName (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FText& InBtnText (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
void UNocePopWindowBtnWidget::UpdateText(const class FName& InActionName, const class FText& InBtnText)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePopWindowBtnWidget", "UpdateText");
Params::NocePopWindowBtnWidget_UpdateText Parms{};
Parms.InActionName = InActionName;
Parms.InBtnText = std::move(InBtnText);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInventoryPopWindowWidget.ShowAddSlot
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 OldSlotNum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 NewSlotNum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceInventoryPopWindowWidget::ShowAddSlot(int32 OldSlotNum, int32 NewSlotNum)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInventoryPopWindowWidget", "ShowAddSlot");
Params::NoceInventoryPopWindowWidget_ShowAddSlot Parms{};
Parms.OldSlotNum = OldSlotNum;
Parms.NewSlotNum = NewSlotNum;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerPPAnimInstance.CanApplyLookAtIK
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerPPAnimInstance::CanApplyLookAtIK()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerPPAnimInstance", "CanApplyLookAtIK");
Params::NocePlayerPPAnimInstance_CanApplyLookAtIK Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerPPAnimInstance.OnAttackTraceHit
// (Final, Native, Protected, HasOutParams)
// Parameters:
// const TArray<struct FNoceAttackHitResult>&InHitResults (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
void UNocePlayerPPAnimInstance::OnAttackTraceHit(const TArray<struct FNoceAttackHitResult>& InHitResults)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerPPAnimInstance", "OnAttackTraceHit");
Params::NocePlayerPPAnimInstance_OnAttackTraceHit Parms{};
Parms.InHitResults = std::move(InHitResults);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerPPAnimInstance.UpdateApplyAimIK
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent)
void UNocePlayerPPAnimInstance::UpdateApplyAimIK()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerPPAnimInstance", "UpdateApplyAimIK");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerPPAnimInstance.UpdateApplyFootIK
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent)
// Parameters:
// float DeltaTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerPPAnimInstance::UpdateApplyFootIK(float DeltaTime)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerPPAnimInstance", "UpdateApplyFootIK");
Params::NocePlayerPPAnimInstance_UpdateApplyFootIK Parms{};
Parms.DeltaTime = DeltaTime;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerPPAnimInstance.UpdateApplyFullBodyIK
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent)
void UNocePlayerPPAnimInstance::UpdateApplyFullBodyIK()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerPPAnimInstance", "UpdateApplyFullBodyIK");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerPPAnimInstance.UpdateApplyLookAtIK
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent)
// Parameters:
// float DeltaTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerPPAnimInstance::UpdateApplyLookAtIK(float DeltaTime)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerPPAnimInstance", "UpdateApplyLookAtIK");
Params::NocePlayerPPAnimInstance_UpdateApplyLookAtIK Parms{};
Parms.DeltaTime = DeltaTime;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerPPAnimInstance.UpdateApplyPoseDriver
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent)
void UNocePlayerPPAnimInstance::UpdateApplyPoseDriver()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerPPAnimInstance", "UpdateApplyPoseDriver");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerPPAnimInstance.UpdateApplyRigidBody
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent)
void UNocePlayerPPAnimInstance::UpdateApplyRigidBody()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerPPAnimInstance", "UpdateApplyRigidBody");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerPPAnimInstance.UpdateAttachObject
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent)
void UNocePlayerPPAnimInstance::UpdateAttachObject()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerPPAnimInstance", "UpdateAttachObject");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerPPAnimInstance.UpdateFootIK
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent)
// Parameters:
// float DeltaSeconds (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerPPAnimInstance::UpdateFootIK(float DeltaSeconds)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerPPAnimInstance", "UpdateFootIK");
Params::NocePlayerPPAnimInstance_UpdateFootIK Parms{};
Parms.DeltaSeconds = DeltaSeconds;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceTabChildWidget.SetText
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const class FText& InText (Parm, NativeAccessSpecifierPublic)
void UNoceTabChildWidget::SetText(const class FText& InText)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTabChildWidget", "SetText");
Params::NoceTabChildWidget_SetText Parms{};
Parms.InText = std::move(InText);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerClawTransformComponent.AddClawTransform
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerClawTransformComponent::AddClawTransform(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerClawTransformComponent", "AddClawTransform");
Params::NocePlayerClawTransformComponent_AddClawTransform Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerClawTransformComponent.ApplyAttrackSoulDamageToTarget
// (Final, Native, Public, BlueprintCallable)
void UNocePlayerClawTransformComponent::ApplyAttrackSoulDamageToTarget()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerClawTransformComponent", "ApplyAttrackSoulDamageToTarget");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerClawTransformComponent.CostClawTransform
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerClawTransformComponent::CostClawTransform(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerClawTransformComponent", "CostClawTransform");
Params::NocePlayerClawTransformComponent_CostClawTransform Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerClawTransformComponent.FillClawTransformToFull
// (Final, Native, Public, BlueprintCallable)
void UNocePlayerClawTransformComponent::FillClawTransformToFull()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerClawTransformComponent", "FillClawTransformToFull");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerClawTransformComponent.GetAttrackSoulTargetDistanceXY
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNocePlayerClawTransformComponent::GetAttrackSoulTargetDistanceXY()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerClawTransformComponent", "GetAttrackSoulTargetDistanceXY");
Params::NocePlayerClawTransformComponent_GetAttrackSoulTargetDistanceXY Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerClawTransformComponent.GetAttrackSoulTargetDistanceZ
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNocePlayerClawTransformComponent::GetAttrackSoulTargetDistanceZ()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerClawTransformComponent", "GetAttrackSoulTargetDistanceZ");
Params::NocePlayerClawTransformComponent_GetAttrackSoulTargetDistanceZ Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerClawTransformComponent.GetAttractSoulTarget
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class ANoceEnemyCharacter* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class ANoceEnemyCharacter* UNocePlayerClawTransformComponent::GetAttractSoulTarget()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerClawTransformComponent", "GetAttractSoulTarget");
Params::NocePlayerClawTransformComponent_GetAttractSoulTarget Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerClawTransformComponent.GetClawTransform
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNocePlayerClawTransformComponent::GetClawTransform()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerClawTransformComponent", "GetClawTransform");
Params::NocePlayerClawTransformComponent_GetClawTransform Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerClawTransformComponent.HandleEnemyDead
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor* InActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerClawTransformComponent::HandleEnemyDead(class AActor* InActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerClawTransformComponent", "HandleEnemyDead");
Params::NocePlayerClawTransformComponent_HandleEnemyDead Parms{};
Parms.InActor = InActor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerClawTransformComponent.HandleOnPossessed
// (Final, Native, Protected)
// Parameters:
// bool InPossessed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerClawTransformComponent::HandleOnPossessed(bool InPossessed)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerClawTransformComponent", "HandleOnPossessed");
Params::NocePlayerClawTransformComponent_HandleOnPossessed Parms{};
Parms.InPossessed = InPossessed;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerClawTransformComponent.HaveAttrackSoulTarget
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerClawTransformComponent::HaveAttrackSoulTarget()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerClawTransformComponent", "HaveAttrackSoulTarget");
Params::NocePlayerClawTransformComponent_HaveAttrackSoulTarget Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerClawTransformComponent.IsClawTransformEmpty
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerClawTransformComponent::IsClawTransformEmpty()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerClawTransformComponent", "IsClawTransformEmpty");
Params::NocePlayerClawTransformComponent_IsClawTransformEmpty Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerClawTransformComponent.IsClawTransformFull
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerClawTransformComponent::IsClawTransformFull()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerClawTransformComponent", "IsClawTransformFull");
Params::NocePlayerClawTransformComponent_IsClawTransformFull Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerClawTransformComponent.OnCanShowWidgetChanged
// (Final, Native, Public)
// Parameters:
// bool InVisible (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerClawTransformComponent::OnCanShowWidgetChanged(bool InVisible)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerClawTransformComponent", "OnCanShowWidgetChanged");
Params::NocePlayerClawTransformComponent_OnCanShowWidgetChanged Parms{};
Parms.InVisible = InVisible;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerClawTransformComponent.OnClawTransformed
// (Final, Native, Protected)
// Parameters:
// bool InIsClawG (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerClawTransformComponent::OnClawTransformed(bool InIsClawG)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerClawTransformComponent", "OnClawTransformed");
Params::NocePlayerClawTransformComponent_OnClawTransformed Parms{};
Parms.InIsClawG = InIsClawG;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerClawTransformComponent.OnEnemyDamage
// (Final, Native, Protected)
// Parameters:
// class AActor* InHitActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InDamage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool InIsDead (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerClawTransformComponent::OnEnemyDamage(class AActor* InHitActor, float InDamage, bool InIsDead)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerClawTransformComponent", "OnEnemyDamage");
Params::NocePlayerClawTransformComponent_OnEnemyDamage Parms{};
Parms.InHitActor = InHitActor;
Parms.InDamage = InDamage;
Parms.InIsDead = InIsDead;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerClawTransformComponent.OnPlayerPreDamage
// (Final, Native, Protected)
// Parameters:
// float InHealthDamage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InMaxSanityDamage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerClawTransformComponent::OnPlayerPreDamage(float InHealthDamage, float InMaxSanityDamage)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerClawTransformComponent", "OnPlayerPreDamage");
Params::NocePlayerClawTransformComponent_OnPlayerPreDamage Parms{};
Parms.InHealthDamage = InHealthDamage;
Parms.InMaxSanityDamage = InMaxSanityDamage;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerClawTransformComponent.RegisterOnPossessed
// (Final, Native, Protected)
void UNocePlayerClawTransformComponent::RegisterOnPossessed()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerClawTransformComponent", "RegisterOnPossessed");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerClawTransformComponent.SetAttractSoulWidgetRatio
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float InRatio (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* InTargetActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerClawTransformComponent::SetAttractSoulWidgetRatio(float InRatio, class AActor* InTargetActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerClawTransformComponent", "SetAttractSoulWidgetRatio");
Params::NocePlayerClawTransformComponent_SetAttractSoulWidgetRatio Parms{};
Parms.InRatio = InRatio;
Parms.InTargetActor = InTargetActor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerClawTransformComponent.ShowAttrackSoulHintWidget
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InShow (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* InTargetActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerClawTransformComponent::ShowAttrackSoulHintWidget(bool InShow, class AActor* InTargetActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerClawTransformComponent", "ShowAttrackSoulHintWidget");
Params::NocePlayerClawTransformComponent_ShowAttrackSoulHintWidget Parms{};
Parms.InShow = InShow;
Parms.InTargetActor = InTargetActor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerClawTransformComponent.ShowAttrackSoulWidget
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InShow (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* InTargetActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerClawTransformComponent::ShowAttrackSoulWidget(bool InShow, class AActor* InTargetActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerClawTransformComponent", "ShowAttrackSoulWidget");
Params::NocePlayerClawTransformComponent_ShowAttrackSoulWidget Parms{};
Parms.InShow = InShow;
Parms.InTargetActor = InTargetActor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInventoryWeaponItem.Discard
// (Final, Native, Public, BlueprintCallable)
void UNoceInventoryWeaponItem::Discard()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInventoryWeaponItem", "Discard");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInventoryWeaponItem.Equip
// (Final, Native, Public, BlueprintCallable)
void UNoceInventoryWeaponItem::Equip()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInventoryWeaponItem", "Equip");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInventoryWeaponItem.OnEquipSelectDropCompleted
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent)
void UNoceInventoryWeaponItem::OnEquipSelectDropCompleted()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInventoryWeaponItem", "OnEquipSelectDropCompleted");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInventoryWeaponItem.Unequip
// (Final, Native, Public, BlueprintCallable)
void UNoceInventoryWeaponItem::Unequip()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInventoryWeaponItem", "Unequip");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInventoryWeaponWidget.OnListMouseConfirm
// (Final, Native, Protected)
// Parameters:
// int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceInventoryWeaponWidget::OnListMouseConfirm(int32 Index_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInventoryWeaponWidget", "OnListMouseConfirm");
Params::NoceInventoryWeaponWidget_OnListMouseConfirm Parms{};
Parms.Index_0 = Index_0;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInventoryWeaponWidget.OnPopWindowClose
// (Final, Native, Protected)
void UNoceInventoryWeaponWidget::OnPopWindowClose()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInventoryWeaponWidget", "OnPopWindowClose");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInventoryWeaponWidget.UpdateSelection
// (Final, Native, Protected)
// Parameters:
// int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceInventoryWeaponWidget::UpdateSelection(int32 Index_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInventoryWeaponWidget", "UpdateSelection");
Params::NoceInventoryWeaponWidget_UpdateSelection Parms{};
Parms.Index_0 = Index_0;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInvincibleComponent.EndInvincible
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName InToken (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceInvincibleComponent::EndInvincible(class FName InToken)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInvincibleComponent", "EndInvincible");
Params::NoceInvincibleComponent_EndInvincible Parms{};
Parms.InToken = InToken;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInvincibleComponent.HandleOnPossessed
// (Final, Native, Protected)
// Parameters:
// bool InPossessed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceInvincibleComponent::HandleOnPossessed(bool InPossessed)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInvincibleComponent", "HandleOnPossessed");
Params::NoceInvincibleComponent_HandleOnPossessed Parms{};
Parms.InPossessed = InPossessed;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInvincibleComponent.IsInvincible
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceInvincibleComponent::IsInvincible()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInvincibleComponent", "IsInvincible");
Params::NoceInvincibleComponent_IsInvincible Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInvincibleComponent.IsTokenInvincible
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class FName InToken (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceInvincibleComponent::IsTokenInvincible(class FName InToken)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInvincibleComponent", "IsTokenInvincible");
Params::NoceInvincibleComponent_IsTokenInvincible Parms{};
Parms.InToken = InToken;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceInvincibleComponent.OnTimerUp
// (Final, Native, Protected)
void UNoceInvincibleComponent::OnTimerUp()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInvincibleComponent", "OnTimerUp");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInvincibleComponent.StartInvincible
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName InToken (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceInvincibleComponent::StartInvincible(class FName InToken)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInvincibleComponent", "StartInvincible");
Params::NoceInvincibleComponent_StartInvincible Parms{};
Parms.InToken = InToken;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceInvincibleComponent.StartInvincibleWithDuration
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float InDuration (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName InToken (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceInvincibleComponent::StartInvincibleWithDuration(float InDuration, class FName InToken)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceInvincibleComponent", "StartInvincibleWithDuration");
Params::NoceInvincibleComponent_StartInvincibleWithDuration Parms{};
Parms.InDuration = InDuration;
Parms.InToken = InToken;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePauseWidget.CreatePageWidget
// (Final, Native, Protected, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// const struct FSoftClassPath& Path (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UNoceFocusableWidget** NewWidget (Parm, OutParm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePauseWidget::CreatePageWidget(const struct FSoftClassPath& Path, class UNoceFocusableWidget** NewWidget)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePauseWidget", "CreatePageWidget");
Params::NocePauseWidget_CreatePageWidget Parms{};
Parms.Path = std::move(Path);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (NewWidget != nullptr)
*NewWidget = Parms.NewWidget;
}
// Function GameNoce.NocePauseWidget.DoToTitle
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePauseWidget::DoToTitle()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePauseWidget", "DoToTitle");
Params::NocePauseWidget_DoToTitle Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePauseWidget.ExecuteObj
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UPauseListObject* Obj (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePauseWidget::ExecuteObj(class UPauseListObject* Obj)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePauseWidget", "ExecuteObj");
Params::NocePauseWidget_ExecuteObj Parms{};
Parms.Obj = Obj;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePauseWidget.GetPauseListObjs
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// TArray<class UPauseListObject*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class UPauseListObject*> UNocePauseWidget::GetPauseListObjs()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePauseWidget", "GetPauseListObjs");
Params::NocePauseWidget_GetPauseListObjs Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePauseWidget.HideChangeLevel
// (Final, Native, Public, BlueprintCallable)
void UNocePauseWidget::HideChangeLevel()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePauseWidget", "HideChangeLevel");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePauseWidget.IsInCombat
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePauseWidget::IsInCombat()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePauseWidget", "IsInCombat");
Params::NocePauseWidget_IsInCombat Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePauseWidget.IsInEquipment
// (Final, Native, Protected, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePauseWidget::IsInEquipment()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePauseWidget", "IsInEquipment");
Params::NocePauseWidget_IsInEquipment Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePauseWidget.IsInMap
// (Final, Native, Protected, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePauseWidget::IsInMap()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePauseWidget", "IsInMap");
Params::NocePauseWidget_IsInMap Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePauseWidget.IsInNotebook
// (Final, Native, Protected, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePauseWidget::IsInNotebook()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePauseWidget", "IsInNotebook");
Params::NocePauseWidget_IsInNotebook Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePauseWidget.IsInPage
// (Final, Native, Protected, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePauseWidget::IsInPage()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePauseWidget", "IsInPage");
Params::NocePauseWidget_IsInPage Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePauseWidget.OnFadeOutToTitleCompleted
// (Final, Native, Protected)
void UNocePauseWidget::OnFadeOutToTitleCompleted()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePauseWidget", "OnFadeOutToTitleCompleted");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePauseWidget.OnListMouseConfirm
// (Final, Native, Protected)
// Parameters:
// int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePauseWidget::OnListMouseConfirm(int32 Index_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePauseWidget", "OnListMouseConfirm");
Params::NocePauseWidget_OnListMouseConfirm Parms{};
Parms.Index_0 = Index_0;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePauseWidget.OnOptionClosed
// (Final, Native, Protected)
void UNocePauseWidget::OnOptionClosed()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePauseWidget", "OnOptionClosed");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePauseWidget.OnPageClose
// (Final, Native, Protected)
void UNocePauseWidget::OnPageClose()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePauseWidget", "OnPageClose");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePauseWidget.OnPlayerEndPlay
// (Final, Native, Protected)
// Parameters:
// class AActor* Actor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EEndPlayReason EndPlayReason (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePauseWidget::OnPlayerEndPlay(class AActor* Actor, EEndPlayReason EndPlayReason)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePauseWidget", "OnPlayerEndPlay");
Params::NocePauseWidget_OnPlayerEndPlay Parms{};
Parms.Actor = Actor;
Parms.EndPlayReason = EndPlayReason;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePauseWidget.OnPopWindowClose
// (Final, Native, Protected)
void UNocePauseWidget::OnPopWindowClose()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePauseWidget", "OnPopWindowClose");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePauseWidget.PrepareSeamlessTravel
// (Final, Native, Protected, BlueprintCallable)
void UNocePauseWidget::PrepareSeamlessTravel()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePauseWidget", "PrepareSeamlessTravel");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePauseWidget.ShowEquipment
// (Final, Native, Public, BlueprintCallable)
void UNocePauseWidget::ShowEquipment()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePauseWidget", "ShowEquipment");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePauseWidget.ShowMap
// (Final, Native, Public, BlueprintCallable)
void UNocePauseWidget::ShowMap()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePauseWidget", "ShowMap");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePauseWidget.ShowNotebook
// (Final, Native, Public, BlueprintCallable)
void UNocePauseWidget::ShowNotebook()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePauseWidget", "ShowNotebook");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePauseWidget.ToCollectible
// (Final, Native, Protected, BlueprintCallable)
void UNocePauseWidget::ToCollectible()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePauseWidget", "ToCollectible");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePauseWidget.ToEquipment
// (Final, Native, Protected, BlueprintCallable)
void UNocePauseWidget::ToEquipment()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePauseWidget", "ToEquipment");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePauseWidget.ToMap
// (Final, Native, Protected, BlueprintCallable)
void UNocePauseWidget::ToMap()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePauseWidget", "ToMap");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePauseWidget.ToNotebook
// (Final, Native, Protected, BlueprintCallable)
void UNocePauseWidget::ToNotebook()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePauseWidget", "ToNotebook");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePauseWidget.ToOption
// (Final, Native, Protected, BlueprintCallable)
void UNocePauseWidget::ToOption()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePauseWidget", "ToOption");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePauseWidget.ToShortcutItem
// (Final, Native, Protected, BlueprintCallable)
void UNocePauseWidget::ToShortcutItem()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePauseWidget", "ToShortcutItem");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePauseWidget.ToTitle
// (Final, Native, Protected, BlueprintCallable)
void UNocePauseWidget::ToTitle()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePauseWidget", "ToTitle");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceItemChildGroupWidget.Init
// (Final, Native, Public, BlueprintCallable)
void UNoceItemChildGroupWidget::Init()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceItemChildGroupWidget", "Init");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceItemChildGroupWidget.SetNum
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 TotalNum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceItemChildGroupWidget::SetNum(int32 TotalNum)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceItemChildGroupWidget", "SetNum");
Params::NoceItemChildGroupWidget_SetNum Parms{};
Parms.TotalNum = TotalNum;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerTriggerSubsystem.RegisterPlayerTrigger
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UObject* InTrigger (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerTriggerSubsystem::RegisterPlayerTrigger(class UObject* InTrigger)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerTriggerSubsystem", "RegisterPlayerTrigger");
Params::NocePlayerTriggerSubsystem_RegisterPlayerTrigger Parms{};
Parms.InTrigger = InTrigger;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerTriggerSubsystem.UnregisterPlayerTrigger
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UObject* InTrigger (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerTriggerSubsystem::UnregisterPlayerTrigger(class UObject* InTrigger)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerTriggerSubsystem", "UnregisterPlayerTrigger");
Params::NocePlayerTriggerSubsystem_UnregisterPlayerTrigger Parms{};
Parms.InTrigger = InTrigger;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceItemShortcutItemWidget.SelectMark
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool Select (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceItemShortcutItemWidget::SelectMark(bool Select)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceItemShortcutItemWidget", "SelectMark");
Params::NoceItemShortcutItemWidget_SelectMark Parms{};
Parms.Select = Select;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceItemShortcutItemWidget.SetItem
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InIsDisable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName InID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 InCount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceItemShortcutItemWidget::SetItem(bool InIsDisable, class FName InID, int32 InCount)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceItemShortcutItemWidget", "SetItem");
Params::NoceItemShortcutItemWidget_SetItem Parms{};
Parms.InIsDisable = InIsDisable;
Parms.InID = InID;
Parms.InCount = InCount;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceItemSubsystem.GetSaveData
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// TArray<struct FNoceActorRecord> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<struct FNoceActorRecord> UNoceItemSubsystem::GetSaveData()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceItemSubsystem", "GetSaveData");
Params::NoceItemSubsystem_GetSaveData Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceItemSubsystem.IsSaveDataExist
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class ANoceInteractableBase* InItem (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceItemSubsystem::IsSaveDataExist(class ANoceInteractableBase* InItem)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceItemSubsystem", "IsSaveDataExist");
Params::NoceItemSubsystem_IsSaveDataExist Parms{};
Parms.InItem = InItem;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceItemSubsystem.RegisterSaveData
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class ANoceInteractableBase* InItem (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceItemSubsystem::RegisterSaveData(class ANoceInteractableBase* InItem)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceItemSubsystem", "RegisterSaveData");
Params::NoceItemSubsystem_RegisterSaveData Parms{};
Parms.InItem = InItem;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceKanbanWidget.ShowText
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const class FText& InText (Parm, NativeAccessSpecifierPublic)
void UNoceKanbanWidget::ShowText(const class FText& InText)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceKanbanWidget", "ShowText");
Params::NoceKanbanWidget_ShowText Parms{};
Parms.InText = std::move(InText);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceKeyBindingWidget.ApplyModifiedKeys
// (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceKeyBindingWidget::ApplyModifiedKeys(bool* NoUse)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceKeyBindingWidget", "ApplyModifiedKeys");
Params::NoceKeyBindingWidget_ApplyModifiedKeys Parms{};
UObject::ProcessEvent(Func, &Parms);
if (NoUse != nullptr)
*NoUse = Parms.NoUse;
}
// Function GameNoce.NocePlayerKatanaComponent.AttachScabbardToHand
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerKatanaComponent::AttachScabbardToHand(bool InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerKatanaComponent", "AttachScabbardToHand");
Params::NocePlayerKatanaComponent_AttachScabbardToHand Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerKatanaComponent.CanAutoAbilityBasic
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerKatanaComponent::CanAutoAbilityBasic()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerKatanaComponent", "CanAutoAbilityBasic");
Params::NocePlayerKatanaComponent_CanAutoAbilityBasic Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerKatanaComponent.HandleHideWeapon
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InHide (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerKatanaComponent::HandleHideWeapon(bool InHide)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerKatanaComponent", "HandleHideWeapon");
Params::NocePlayerKatanaComponent_HandleHideWeapon Parms{};
Parms.InHide = InHide;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerKatanaComponent.HandleOnPossessed
// (Final, Native, Protected)
// Parameters:
// bool InPossessed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerKatanaComponent::HandleOnPossessed(bool InPossessed)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerKatanaComponent", "HandleOnPossessed");
Params::NocePlayerKatanaComponent_HandleOnPossessed Parms{};
Parms.InPossessed = InPossessed;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerKatanaComponent.HandlePlayerShowHide
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InShow (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerKatanaComponent::HandlePlayerShowHide(bool InShow)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerKatanaComponent", "HandlePlayerShowHide");
Params::NocePlayerKatanaComponent_HandlePlayerShowHide Parms{};
Parms.InShow = InShow;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerKatanaComponent.OnAddNewWeapon
// (Final, Native, Protected)
// Parameters:
// class FName InID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerKatanaComponent::OnAddNewWeapon(class FName InID)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerKatanaComponent", "OnAddNewWeapon");
Params::NocePlayerKatanaComponent_OnAddNewWeapon Parms{};
Parms.InID = InID;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerKatanaComponent.OnChangeWeapon
// (Final, Native, Protected)
// Parameters:
// int32 InNewIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerKatanaComponent::OnChangeWeapon(int32 InNewIndex)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerKatanaComponent", "OnChangeWeapon");
Params::NocePlayerKatanaComponent_OnChangeWeapon Parms{};
Parms.InNewIndex = InNewIndex;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerKatanaComponent.OnDiscardWeapon
// (Final, Native, Protected)
// Parameters:
// class FName InID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerKatanaComponent::OnDiscardWeapon(class FName InID)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerKatanaComponent", "OnDiscardWeapon");
Params::NocePlayerKatanaComponent_OnDiscardWeapon Parms{};
Parms.InID = InID;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerKatanaComponent.OnEnemyDamage
// (Final, Native, Protected)
// Parameters:
// class AActor* InHitActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InDamage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool InIsDead (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerKatanaComponent::OnEnemyDamage(class AActor* InHitActor, float InDamage, bool InIsDead)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerKatanaComponent", "OnEnemyDamage");
Params::NocePlayerKatanaComponent_OnEnemyDamage Parms{};
Parms.InHitActor = InHitActor;
Parms.InDamage = InDamage;
Parms.InIsDead = InIsDead;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerKatanaComponent.OnGameplayTagChanged
// (Final, Native, Protected)
// Parameters:
// const struct FGameplayTag& Tag (ConstParm, Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 NewCount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerKatanaComponent::OnGameplayTagChanged(const struct FGameplayTag& Tag, int32 NewCount)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerKatanaComponent", "OnGameplayTagChanged");
Params::NocePlayerKatanaComponent_OnGameplayTagChanged Parms{};
Parms.Tag = std::move(Tag);
Parms.NewCount = NewCount;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerKatanaComponent.ShowScabbardKatana
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InShow (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerKatanaComponent::ShowScabbardKatana(bool InShow)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerKatanaComponent", "ShowScabbardKatana");
Params::NocePlayerKatanaComponent_ShowScabbardKatana Parms{};
Parms.InShow = InShow;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceKuzunohaIconWidget.ResetAnimations
// (Final, Native, Public, BlueprintCallable)
void UNoceKuzunohaIconWidget::ResetAnimations()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceKuzunohaIconWidget", "ResetAnimations");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLetterPointGroupWidget.UpdateIsNew
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const TArray<bool>& IsNew (Parm, ZeroConstructor, NativeAccessSpecifierPublic)
void UNoceLetterPointGroupWidget::UpdateIsNew(const TArray<bool>& IsNew)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLetterPointGroupWidget", "UpdateIsNew");
Params::NoceLetterPointGroupWidget_UpdateIsNew Parms{};
Parms.IsNew = std::move(IsNew);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLetterPointWidget.SetIsNew
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool IsNew (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceLetterPointWidget::SetIsNew(bool IsNew)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLetterPointWidget", "SetIsNew");
Params::NoceLetterPointWidget_SetIsNew Parms{};
Parms.IsNew = IsNew;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLetterTabWidget.Init
// (Final, Native, Public, BlueprintCallable)
void UNoceLetterTabWidget::Init()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLetterTabWidget", "Init");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLetterTabWidget.SetLetters
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 CurrentIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 TotalNum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const TArray<bool>& IsNews (Parm, ZeroConstructor, NativeAccessSpecifierPublic)
void UNoceLetterTabWidget::SetLetters(int32 CurrentIndex, int32 TotalNum, const TArray<bool>& IsNews)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLetterTabWidget", "SetLetters");
Params::NoceLetterTabWidget_SetLetters Parms{};
Parms.CurrentIndex = CurrentIndex;
Parms.TotalNum = TotalNum;
Parms.IsNews = std::move(IsNews);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLevelFunctionLibrary.AddFSMClassReferenceByName
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class AActor* InActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& InClassName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class USMInstance* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class USMInstance* UNoceLevelFunctionLibrary::AddFSMClassReferenceByName(class AActor* InActor, const class FString& InClassName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "AddFSMClassReferenceByName");
Params::NoceLevelFunctionLibrary_AddFSMClassReferenceByName Parms{};
Parms.InActor = InActor;
Parms.InClassName = std::move(InClassName);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLevelFunctionLibrary.ApplyDarknessDataToMaterial
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FNoceDarknessSetting& InData (Parm, NativeAccessSpecifierPublic)
// class UMaterialParameterCollection* TargetComp (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceLevelFunctionLibrary::ApplyDarknessDataToMaterial(class UObject* WorldContextObject, const struct FNoceDarknessSetting& InData, class UMaterialParameterCollection* TargetComp)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "ApplyDarknessDataToMaterial");
Params::NoceLevelFunctionLibrary_ApplyDarknessDataToMaterial Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.InData = std::move(InData);
Parms.TargetComp = TargetComp;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLevelFunctionLibrary.ApplyDirectionalLightData
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// const struct FNoceDirectionalLightSetting&InData (Parm, NativeAccessSpecifierPublic)
// class UDirectionalLightComponent* TargetComp (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceLevelFunctionLibrary::ApplyDirectionalLightData(const struct FNoceDirectionalLightSetting& InData, class UDirectionalLightComponent* TargetComp)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "ApplyDirectionalLightData");
Params::NoceLevelFunctionLibrary_ApplyDirectionalLightData Parms{};
Parms.InData = std::move(InData);
Parms.TargetComp = TargetComp;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLevelFunctionLibrary.ApplyExpFogDataToComponent
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// const struct FNoceExpFogSetting& InData (Parm, NativeAccessSpecifierPublic)
// class UExponentialHeightFogComponent* TargetComp (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceLevelFunctionLibrary::ApplyExpFogDataToComponent(const struct FNoceExpFogSetting& InData, class UExponentialHeightFogComponent* TargetComp)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "ApplyExpFogDataToComponent");
Params::NoceLevelFunctionLibrary_ApplyExpFogDataToComponent Parms{};
Parms.InData = std::move(InData);
Parms.TargetComp = TargetComp;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLevelFunctionLibrary.ApplyFogNiagaraParameterCollection
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// const struct FNoceFogNiagaraSetting& InData (Parm, NativeAccessSpecifierPublic)
// class UNiagaraParameterCollectionInstance*InNPCEnvFog (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UNiagaraParameterCollectionInstance*InAllAreaFog (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UNiagaraParameterCollectionInstance*InHellSmoke (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceLevelFunctionLibrary::ApplyFogNiagaraParameterCollection(const struct FNoceFogNiagaraSetting& InData, class UNiagaraParameterCollectionInstance* InNPCEnvFog, class UNiagaraParameterCollectionInstance* InAllAreaFog, class UNiagaraParameterCollectionInstance* InHellSmoke)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "ApplyFogNiagaraParameterCollection");
Params::NoceLevelFunctionLibrary_ApplyFogNiagaraParameterCollection Parms{};
Parms.InData = std::move(InData);
Parms.InNPCEnvFog = InNPCEnvFog;
Parms.InAllAreaFog = InAllAreaFog;
Parms.InHellSmoke = InHellSmoke;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLevelFunctionLibrary.ApplyHellSmokeMPC
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// const struct FNoceFogNiagaraSetting& InData (Parm, NativeAccessSpecifierPublic)
// class UMaterialParameterCollectionInstance*InMPC (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceLevelFunctionLibrary::ApplyHellSmokeMPC(const struct FNoceFogNiagaraSetting& InData, class UMaterialParameterCollectionInstance* InMPC)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "ApplyHellSmokeMPC");
Params::NoceLevelFunctionLibrary_ApplyHellSmokeMPC Parms{};
Parms.InData = std::move(InData);
Parms.InMPC = InMPC;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLevelFunctionLibrary.ApplyLerpDarknessDataToMaterial
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UMaterialParameterCollection* TargetComp (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FNoceDarknessSetting& SourceData (Parm, NativeAccessSpecifierPublic)
// const struct FNoceDarknessSetting& TargetData (Parm, NativeAccessSpecifierPublic)
// float Alpha (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceLevelFunctionLibrary::ApplyLerpDarknessDataToMaterial(class UObject* WorldContextObject, class UMaterialParameterCollection* TargetComp, const struct FNoceDarknessSetting& SourceData, const struct FNoceDarknessSetting& TargetData, float Alpha)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "ApplyLerpDarknessDataToMaterial");
Params::NoceLevelFunctionLibrary_ApplyLerpDarknessDataToMaterial Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.TargetComp = TargetComp;
Parms.SourceData = std::move(SourceData);
Parms.TargetData = std::move(TargetData);
Parms.Alpha = Alpha;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLevelFunctionLibrary.ApplyLerpDirectionalLightData
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UDirectionalLightComponent* TargetComp (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FNoceDirectionalLightSetting&SourceData (Parm, NativeAccessSpecifierPublic)
// const struct FNoceDirectionalLightSetting&TargetData (Parm, NativeAccessSpecifierPublic)
// float Alpha (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceLevelFunctionLibrary::ApplyLerpDirectionalLightData(class UDirectionalLightComponent* TargetComp, const struct FNoceDirectionalLightSetting& SourceData, const struct FNoceDirectionalLightSetting& TargetData, float Alpha)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "ApplyLerpDirectionalLightData");
Params::NoceLevelFunctionLibrary_ApplyLerpDirectionalLightData Parms{};
Parms.TargetComp = TargetComp;
Parms.SourceData = std::move(SourceData);
Parms.TargetData = std::move(TargetData);
Parms.Alpha = Alpha;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLevelFunctionLibrary.ApplyLerpExpFogDataToComponent
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UExponentialHeightFogComponent* TargetComp (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FNoceExpFogSetting& SourceData (Parm, NativeAccessSpecifierPublic)
// const struct FNoceExpFogSetting& TargetData (Parm, NativeAccessSpecifierPublic)
// float Alpha (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceLevelFunctionLibrary::ApplyLerpExpFogDataToComponent(class UExponentialHeightFogComponent* TargetComp, const struct FNoceExpFogSetting& SourceData, const struct FNoceExpFogSetting& TargetData, float Alpha)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "ApplyLerpExpFogDataToComponent");
Params::NoceLevelFunctionLibrary_ApplyLerpExpFogDataToComponent Parms{};
Parms.TargetComp = TargetComp;
Parms.SourceData = std::move(SourceData);
Parms.TargetData = std::move(TargetData);
Parms.Alpha = Alpha;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLevelFunctionLibrary.ApplyLerpNiagaraData
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UNiagaraComponent* TargetNC (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FNoceLanternNiagaraSetting&SourceData (Parm, NativeAccessSpecifierPublic)
// const struct FNoceLanternNiagaraSetting&TargetData (Parm, NativeAccessSpecifierPublic)
// float Alpha (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceLevelFunctionLibrary::ApplyLerpNiagaraData(class UNiagaraComponent* TargetNC, const struct FNoceLanternNiagaraSetting& SourceData, const struct FNoceLanternNiagaraSetting& TargetData, float Alpha)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "ApplyLerpNiagaraData");
Params::NoceLevelFunctionLibrary_ApplyLerpNiagaraData Parms{};
Parms.TargetNC = TargetNC;
Parms.SourceData = std::move(SourceData);
Parms.TargetData = std::move(TargetData);
Parms.Alpha = Alpha;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLevelFunctionLibrary.ApplyLerpPointLightData
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UPointLightComponent* TargetComp (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FNoceSpotLightSetting& SourceData (Parm, NativeAccessSpecifierPublic)
// const struct FNoceSpotLightSetting& TargetData (Parm, NativeAccessSpecifierPublic)
// float Alpha (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceLevelFunctionLibrary::ApplyLerpPointLightData(class UPointLightComponent* TargetComp, const struct FNoceSpotLightSetting& SourceData, const struct FNoceSpotLightSetting& TargetData, float Alpha)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "ApplyLerpPointLightData");
Params::NoceLevelFunctionLibrary_ApplyLerpPointLightData Parms{};
Parms.TargetComp = TargetComp;
Parms.SourceData = std::move(SourceData);
Parms.TargetData = std::move(TargetData);
Parms.Alpha = Alpha;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLevelFunctionLibrary.ApplyLerpSkyAtmosphereLightData
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class USkyAtmosphereComponent* TargetComp (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FNoceSkyAtmosphereSetting& SourceData (Parm, NativeAccessSpecifierPublic)
// const struct FNoceSkyAtmosphereSetting& TargetData (Parm, NativeAccessSpecifierPublic)
// float Alpha (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceLevelFunctionLibrary::ApplyLerpSkyAtmosphereLightData(class USkyAtmosphereComponent* TargetComp, const struct FNoceSkyAtmosphereSetting& SourceData, const struct FNoceSkyAtmosphereSetting& TargetData, float Alpha)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "ApplyLerpSkyAtmosphereLightData");
Params::NoceLevelFunctionLibrary_ApplyLerpSkyAtmosphereLightData Parms{};
Parms.TargetComp = TargetComp;
Parms.SourceData = std::move(SourceData);
Parms.TargetData = std::move(TargetData);
Parms.Alpha = Alpha;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLevelFunctionLibrary.ApplyLerpSkyDomeLightData
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UMaterialInstanceDynamic* TargetMI (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FNoceSkyDomeSetting& SourceData (Parm, NativeAccessSpecifierPublic)
// const struct FNoceSkyDomeSetting& TargetData (Parm, NativeAccessSpecifierPublic)
// float Alpha (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceLevelFunctionLibrary::ApplyLerpSkyDomeLightData(class UMaterialInstanceDynamic* TargetMI, const struct FNoceSkyDomeSetting& SourceData, const struct FNoceSkyDomeSetting& TargetData, float Alpha)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "ApplyLerpSkyDomeLightData");
Params::NoceLevelFunctionLibrary_ApplyLerpSkyDomeLightData Parms{};
Parms.TargetMI = TargetMI;
Parms.SourceData = std::move(SourceData);
Parms.TargetData = std::move(TargetData);
Parms.Alpha = Alpha;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLevelFunctionLibrary.ApplyLerpSkyLightData
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class USkyLightComponent* TargetComp (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FNoceSkyLightSetting& SourceData (Parm, NativeAccessSpecifierPublic)
// const struct FNoceSkyLightSetting& TargetData (Parm, NativeAccessSpecifierPublic)
// float Alpha (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceLevelFunctionLibrary::ApplyLerpSkyLightData(class USkyLightComponent* TargetComp, const struct FNoceSkyLightSetting& SourceData, const struct FNoceSkyLightSetting& TargetData, float Alpha)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "ApplyLerpSkyLightData");
Params::NoceLevelFunctionLibrary_ApplyLerpSkyLightData Parms{};
Parms.TargetComp = TargetComp;
Parms.SourceData = std::move(SourceData);
Parms.TargetData = std::move(TargetData);
Parms.Alpha = Alpha;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLevelFunctionLibrary.ApplyLerpSpotLightData
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class USpotLightComponent* TargetComp (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FNoceSpotLightSetting& SourceData (Parm, NativeAccessSpecifierPublic)
// const struct FNoceSpotLightSetting& TargetData (Parm, NativeAccessSpecifierPublic)
// float Alpha (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceLevelFunctionLibrary::ApplyLerpSpotLightData(class USpotLightComponent* TargetComp, const struct FNoceSpotLightSetting& SourceData, const struct FNoceSpotLightSetting& TargetData, float Alpha)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "ApplyLerpSpotLightData");
Params::NoceLevelFunctionLibrary_ApplyLerpSpotLightData Parms{};
Parms.TargetComp = TargetComp;
Parms.SourceData = std::move(SourceData);
Parms.TargetData = std::move(TargetData);
Parms.Alpha = Alpha;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLevelFunctionLibrary.ApplyLerpVolumetricFogDataToMaterial
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UMaterialInstanceDynamic* TargetComp (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FNoceVolumetricFogSetting& SourceData (Parm, NativeAccessSpecifierPublic)
// const struct FNoceVolumetricFogSetting& TargetData (Parm, NativeAccessSpecifierPublic)
// float Alpha (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool IsFogTown (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceLevelFunctionLibrary::ApplyLerpVolumetricFogDataToMaterial(class UMaterialInstanceDynamic* TargetComp, const struct FNoceVolumetricFogSetting& SourceData, const struct FNoceVolumetricFogSetting& TargetData, float Alpha, bool IsFogTown)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "ApplyLerpVolumetricFogDataToMaterial");
Params::NoceLevelFunctionLibrary_ApplyLerpVolumetricFogDataToMaterial Parms{};
Parms.TargetComp = TargetComp;
Parms.SourceData = std::move(SourceData);
Parms.TargetData = std::move(TargetData);
Parms.Alpha = Alpha;
Parms.IsFogTown = IsFogTown;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLevelFunctionLibrary.ApplyNiagaraData
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// const struct FNoceLanternNiagaraSetting&InData (Parm, NativeAccessSpecifierPublic)
// class UNiagaraComponent* TargetNC (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceLevelFunctionLibrary::ApplyNiagaraData(const struct FNoceLanternNiagaraSetting& InData, class UNiagaraComponent* TargetNC)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "ApplyNiagaraData");
Params::NoceLevelFunctionLibrary_ApplyNiagaraData Parms{};
Parms.InData = std::move(InData);
Parms.TargetNC = TargetNC;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLevelFunctionLibrary.ApplyPointLightData
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// const struct FNoceSpotLightSetting& InData (Parm, NativeAccessSpecifierPublic)
// class UPointLightComponent* TargetComp (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceLevelFunctionLibrary::ApplyPointLightData(const struct FNoceSpotLightSetting& InData, class UPointLightComponent* TargetComp)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "ApplyPointLightData");
Params::NoceLevelFunctionLibrary_ApplyPointLightData Parms{};
Parms.InData = std::move(InData);
Parms.TargetComp = TargetComp;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLevelFunctionLibrary.ApplySkyAtmosphereData
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// const struct FNoceSkyAtmosphereSetting& InData (Parm, NativeAccessSpecifierPublic)
// class USkyAtmosphereComponent* TargetComp (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceLevelFunctionLibrary::ApplySkyAtmosphereData(const struct FNoceSkyAtmosphereSetting& InData, class USkyAtmosphereComponent* TargetComp)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "ApplySkyAtmosphereData");
Params::NoceLevelFunctionLibrary_ApplySkyAtmosphereData Parms{};
Parms.InData = std::move(InData);
Parms.TargetComp = TargetComp;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLevelFunctionLibrary.ApplySkyDomeData
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// const struct FNoceSkyDomeSetting& InData (Parm, NativeAccessSpecifierPublic)
// class UMaterialInstanceDynamic* TargetMI (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceLevelFunctionLibrary::ApplySkyDomeData(const struct FNoceSkyDomeSetting& InData, class UMaterialInstanceDynamic* TargetMI)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "ApplySkyDomeData");
Params::NoceLevelFunctionLibrary_ApplySkyDomeData Parms{};
Parms.InData = std::move(InData);
Parms.TargetMI = TargetMI;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLevelFunctionLibrary.ApplySkyLightData
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// const struct FNoceSkyLightSetting& InData (Parm, NativeAccessSpecifierPublic)
// class USkyLightComponent* TargetComp (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ForceRecaptureSky (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceLevelFunctionLibrary::ApplySkyLightData(const struct FNoceSkyLightSetting& InData, class USkyLightComponent* TargetComp, bool ForceRecaptureSky)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "ApplySkyLightData");
Params::NoceLevelFunctionLibrary_ApplySkyLightData Parms{};
Parms.InData = std::move(InData);
Parms.TargetComp = TargetComp;
Parms.ForceRecaptureSky = ForceRecaptureSky;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLevelFunctionLibrary.ApplySpotLightData
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// const struct FNoceSpotLightSetting& InData (Parm, NativeAccessSpecifierPublic)
// class USpotLightComponent* TargetComp (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceLevelFunctionLibrary::ApplySpotLightData(const struct FNoceSpotLightSetting& InData, class USpotLightComponent* TargetComp)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "ApplySpotLightData");
Params::NoceLevelFunctionLibrary_ApplySpotLightData Parms{};
Parms.InData = std::move(InData);
Parms.TargetComp = TargetComp;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLevelFunctionLibrary.ApplyVolumetricFogDataToMaterial
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// const struct FNoceVolumetricFogSetting& InData (Parm, NativeAccessSpecifierPublic)
// class UMaterialInstanceDynamic* TargetComp (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool IsFogTown (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceLevelFunctionLibrary::ApplyVolumetricFogDataToMaterial(const struct FNoceVolumetricFogSetting& InData, class UMaterialInstanceDynamic* TargetComp, bool IsFogTown)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "ApplyVolumetricFogDataToMaterial");
Params::NoceLevelFunctionLibrary_ApplyVolumetricFogDataToMaterial Parms{};
Parms.InData = std::move(InData);
Parms.TargetComp = TargetComp;
Parms.IsFogTown = IsFogTown;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLevelFunctionLibrary.ApplyVolumetricFogDataToMPC
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FNoceVolumetricFogSetting& InData (Parm, NativeAccessSpecifierPublic)
// class UMaterialParameterCollection* TargetMPC (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceLevelFunctionLibrary::ApplyVolumetricFogDataToMPC(class UObject* WorldContextObject, const struct FNoceVolumetricFogSetting& InData, class UMaterialParameterCollection* TargetMPC)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "ApplyVolumetricFogDataToMPC");
Params::NoceLevelFunctionLibrary_ApplyVolumetricFogDataToMPC Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.InData = std::move(InData);
Parms.TargetMPC = TargetMPC;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLevelFunctionLibrary.ApplyWindData
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// const struct FNoceWindSetting& InData (Parm, NativeAccessSpecifierPublic)
// class UNeoWindComponent* TargetWindComp (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ResetCurves (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ForceInstantSwitch (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceLevelFunctionLibrary::ApplyWindData(const struct FNoceWindSetting& InData, class UNeoWindComponent* TargetWindComp, bool ResetCurves, bool ForceInstantSwitch)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "ApplyWindData");
Params::NoceLevelFunctionLibrary_ApplyWindData Parms{};
Parms.InData = std::move(InData);
Parms.TargetWindComp = TargetWindComp;
Parms.ResetCurves = ResetCurves;
Parms.ForceInstantSwitch = ForceInstantSwitch;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLevelFunctionLibrary.CanSkipGimmick
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceLevelFunctionLibrary::CanSkipGimmick()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "CanSkipGimmick");
Params::NoceLevelFunctionLibrary_CanSkipGimmick Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLevelFunctionLibrary.GetCombatTestMapPath
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FSoftObjectPath ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
struct FSoftObjectPath UNoceLevelFunctionLibrary::GetCombatTestMapPath()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "GetCombatTestMapPath");
Params::NoceLevelFunctionLibrary_GetCombatTestMapPath Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLevelFunctionLibrary.GetDarknessData
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FNoceDarknessSetting ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FNoceDarknessSetting UNoceLevelFunctionLibrary::GetDarknessData(class FName InName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "GetDarknessData");
Params::NoceLevelFunctionLibrary_GetDarknessData Parms{};
Parms.InName = InName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLevelFunctionLibrary.GetDirLightData
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FNoceDirectionalLightSetting ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FNoceDirectionalLightSetting UNoceLevelFunctionLibrary::GetDirLightData(class FName InName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "GetDirLightData");
Params::NoceLevelFunctionLibrary_GetDirLightData Parms{};
Parms.InName = InName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLevelFunctionLibrary.GetDirLightDataFromComponent
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UDirectionalLightComponent* InComp (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FNoceDirectionalLightSetting ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FNoceDirectionalLightSetting UNoceLevelFunctionLibrary::GetDirLightDataFromComponent(class UDirectionalLightComponent* InComp)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "GetDirLightDataFromComponent");
Params::NoceLevelFunctionLibrary_GetDirLightDataFromComponent Parms{};
Parms.InComp = InComp;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLevelFunctionLibrary.GetExpFogDataFromComponent
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UExponentialHeightFogComponent* InComp (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FNoceExpFogSetting ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FNoceExpFogSetting UNoceLevelFunctionLibrary::GetExpFogDataFromComponent(class UExponentialHeightFogComponent* InComp)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "GetExpFogDataFromComponent");
Params::NoceLevelFunctionLibrary_GetExpFogDataFromComponent Parms{};
Parms.InComp = InComp;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLevelFunctionLibrary.GetFogNiagaraData
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FNoceFogNiagaraSetting ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FNoceFogNiagaraSetting UNoceLevelFunctionLibrary::GetFogNiagaraData(class FName InName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "GetFogNiagaraData");
Params::NoceLevelFunctionLibrary_GetFogNiagaraData Parms{};
Parms.InName = InName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLevelFunctionLibrary.GetFogNiagaraDataFromNPC
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UNiagaraParameterCollectionInstance*InNPCEnvFog (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UNiagaraParameterCollectionInstance*InAllAreaFog (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UNiagaraParameterCollectionInstance*InHellSmoke (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FNoceFogNiagaraSetting ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FNoceFogNiagaraSetting UNoceLevelFunctionLibrary::GetFogNiagaraDataFromNPC(class UNiagaraParameterCollectionInstance* InNPCEnvFog, class UNiagaraParameterCollectionInstance* InAllAreaFog, class UNiagaraParameterCollectionInstance* InHellSmoke)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "GetFogNiagaraDataFromNPC");
Params::NoceLevelFunctionLibrary_GetFogNiagaraDataFromNPC Parms{};
Parms.InNPCEnvFog = InNPCEnvFog;
Parms.InAllAreaFog = InAllAreaFog;
Parms.InHellSmoke = InHellSmoke;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLevelFunctionLibrary.GetGameMapPath
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FSoftObjectPath ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
struct FSoftObjectPath UNoceLevelFunctionLibrary::GetGameMapPath()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "GetGameMapPath");
Params::NoceLevelFunctionLibrary_GetGameMapPath Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLevelFunctionLibrary.GetHeightFogData
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FNoceExpFogSetting ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FNoceExpFogSetting UNoceLevelFunctionLibrary::GetHeightFogData(class FName InName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "GetHeightFogData");
Params::NoceLevelFunctionLibrary_GetHeightFogData Parms{};
Parms.InName = InName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLevelFunctionLibrary.GetLanternNiagaraData
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FNoceLanternNiagaraSetting ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FNoceLanternNiagaraSetting UNoceLevelFunctionLibrary::GetLanternNiagaraData(class FName InName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "GetLanternNiagaraData");
Params::NoceLevelFunctionLibrary_GetLanternNiagaraData Parms{};
Parms.InName = InName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLevelFunctionLibrary.GetLumenTranlucencyData
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FNoceLumenTranslucencySetting ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FNoceLumenTranslucencySetting UNoceLevelFunctionLibrary::GetLumenTranlucencyData(class FName InName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "GetLumenTranlucencyData");
Params::NoceLevelFunctionLibrary_GetLumenTranlucencyData Parms{};
Parms.InName = InName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLevelFunctionLibrary.GetNiagaraPCInstance
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FSoftObjectPath& InNPCPath (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UNiagaraParameterCollectionInstance*ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UNiagaraParameterCollectionInstance* UNoceLevelFunctionLibrary::GetNiagaraPCInstance(class UObject* WorldContextObject, const struct FSoftObjectPath& InNPCPath)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "GetNiagaraPCInstance");
Params::NoceLevelFunctionLibrary_GetNiagaraPCInstance Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.InNPCPath = std::move(InNPCPath);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLevelFunctionLibrary.GetNiagaraSettingFromComponent
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UNiagaraComponent* InNC (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FNoceLanternNiagaraSetting ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FNoceLanternNiagaraSetting UNoceLevelFunctionLibrary::GetNiagaraSettingFromComponent(class UNiagaraComponent* InNC)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "GetNiagaraSettingFromComponent");
Params::NoceLevelFunctionLibrary_GetNiagaraSettingFromComponent Parms{};
Parms.InNC = InNC;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLevelFunctionLibrary.GetSkyAtmosphereData
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FNoceSkyAtmosphereSetting ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FNoceSkyAtmosphereSetting UNoceLevelFunctionLibrary::GetSkyAtmosphereData(class FName InName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "GetSkyAtmosphereData");
Params::NoceLevelFunctionLibrary_GetSkyAtmosphereData Parms{};
Parms.InName = InName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLevelFunctionLibrary.GetSkyAtmosphereDataFromComponent
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class USkyAtmosphereComponent* InComp (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FNoceSkyAtmosphereSetting ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FNoceSkyAtmosphereSetting UNoceLevelFunctionLibrary::GetSkyAtmosphereDataFromComponent(class USkyAtmosphereComponent* InComp)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "GetSkyAtmosphereDataFromComponent");
Params::NoceLevelFunctionLibrary_GetSkyAtmosphereDataFromComponent Parms{};
Parms.InComp = InComp;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLevelFunctionLibrary.GetSkyDomeData
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FNoceSkyDomeSetting ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FNoceSkyDomeSetting UNoceLevelFunctionLibrary::GetSkyDomeData(class FName InName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "GetSkyDomeData");
Params::NoceLevelFunctionLibrary_GetSkyDomeData Parms{};
Parms.InName = InName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLevelFunctionLibrary.GetSkyLightData
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FNoceSkyLightSetting ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FNoceSkyLightSetting UNoceLevelFunctionLibrary::GetSkyLightData(class FName InName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "GetSkyLightData");
Params::NoceLevelFunctionLibrary_GetSkyLightData Parms{};
Parms.InName = InName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLevelFunctionLibrary.GetSkyLightDataFromComponent
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class USkyLightComponent* InComp (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FNoceSkyLightSetting ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FNoceSkyLightSetting UNoceLevelFunctionLibrary::GetSkyLightDataFromComponent(class USkyLightComponent* InComp)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "GetSkyLightDataFromComponent");
Params::NoceLevelFunctionLibrary_GetSkyLightDataFromComponent Parms{};
Parms.InComp = InComp;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLevelFunctionLibrary.GetSpotLightDataFromComponent
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class USpotLightComponent* InComp (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FNoceSpotLightSetting ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FNoceSpotLightSetting UNoceLevelFunctionLibrary::GetSpotLightDataFromComponent(class USpotLightComponent* InComp)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "GetSpotLightDataFromComponent");
Params::NoceLevelFunctionLibrary_GetSpotLightDataFromComponent Parms{};
Parms.InComp = InComp;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLevelFunctionLibrary.GetSSFSData
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FNoceSSFSSetting ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FNoceSSFSSetting UNoceLevelFunctionLibrary::GetSSFSData(class FName InName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "GetSSFSData");
Params::NoceLevelFunctionLibrary_GetSSFSData Parms{};
Parms.InName = InName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLevelFunctionLibrary.GetSweetLightData
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FNoceSpotLightSetting ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FNoceSpotLightSetting UNoceLevelFunctionLibrary::GetSweetLightData(class FName InName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "GetSweetLightData");
Params::NoceLevelFunctionLibrary_GetSweetLightData Parms{};
Parms.InName = InName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLevelFunctionLibrary.GetTitleMapPath
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FSoftObjectPath ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
struct FSoftObjectPath UNoceLevelFunctionLibrary::GetTitleMapPath()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "GetTitleMapPath");
Params::NoceLevelFunctionLibrary_GetTitleMapPath Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLevelFunctionLibrary.GetVolumetricFogData
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FNoceVolumetricFogSetting ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FNoceVolumetricFogSetting UNoceLevelFunctionLibrary::GetVolumetricFogData(class FName InName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "GetVolumetricFogData");
Params::NoceLevelFunctionLibrary_GetVolumetricFogData Parms{};
Parms.InName = InName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLevelFunctionLibrary.GetWindData
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FNoceWindSetting ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FNoceWindSetting UNoceLevelFunctionLibrary::GetWindData(class FName InName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "GetWindData");
Params::NoceLevelFunctionLibrary_GetWindData Parms{};
Parms.InName = InName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLevelFunctionLibrary.IsTargetLocationStreamingComplete
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// const class AActor* InActor (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const TSet<class FName>& InTargetGrids (ConstParm, Parm, NativeAccessSpecifierPublic)
// const struct FVector& InLocation (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FRotator& InRotation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// float InRadius (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceLevelFunctionLibrary::IsTargetLocationStreamingComplete(const class AActor* InActor, const TSet<class FName>& InTargetGrids, const struct FVector& InLocation, const struct FRotator& InRotation, float InRadius)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "IsTargetLocationStreamingComplete");
Params::NoceLevelFunctionLibrary_IsTargetLocationStreamingComplete Parms{};
Parms.InActor = InActor;
Parms.InTargetGrids = std::move(InTargetGrids);
Parms.InLocation = std::move(InLocation);
Parms.InRotation = std::move(InRotation);
Parms.InRadius = InRadius;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLevelFunctionLibrary.LerpDarknessData
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// const struct FNoceDarknessSetting& SourceData (Parm, NativeAccessSpecifierPublic)
// const struct FNoceDarknessSetting& TargetData (Parm, NativeAccessSpecifierPublic)
// float Alpha (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FNoceDarknessSetting ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FNoceDarknessSetting UNoceLevelFunctionLibrary::LerpDarknessData(const struct FNoceDarknessSetting& SourceData, const struct FNoceDarknessSetting& TargetData, float Alpha)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "LerpDarknessData");
Params::NoceLevelFunctionLibrary_LerpDarknessData Parms{};
Parms.SourceData = std::move(SourceData);
Parms.TargetData = std::move(TargetData);
Parms.Alpha = Alpha;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLevelFunctionLibrary.LerpDirectionalLightData
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// const struct FNoceDirectionalLightSetting&SourceData (Parm, NativeAccessSpecifierPublic)
// const struct FNoceDirectionalLightSetting&TargetData (Parm, NativeAccessSpecifierPublic)
// float Alpha (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FNoceDirectionalLightSetting ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FNoceDirectionalLightSetting UNoceLevelFunctionLibrary::LerpDirectionalLightData(const struct FNoceDirectionalLightSetting& SourceData, const struct FNoceDirectionalLightSetting& TargetData, float Alpha)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "LerpDirectionalLightData");
Params::NoceLevelFunctionLibrary_LerpDirectionalLightData Parms{};
Parms.SourceData = std::move(SourceData);
Parms.TargetData = std::move(TargetData);
Parms.Alpha = Alpha;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLevelFunctionLibrary.LerpExpFogData
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// const struct FNoceExpFogSetting& SourceData (Parm, NativeAccessSpecifierPublic)
// const struct FNoceExpFogSetting& TargetData (Parm, NativeAccessSpecifierPublic)
// float Alpha (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FNoceExpFogSetting ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FNoceExpFogSetting UNoceLevelFunctionLibrary::LerpExpFogData(const struct FNoceExpFogSetting& SourceData, const struct FNoceExpFogSetting& TargetData, float Alpha)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "LerpExpFogData");
Params::NoceLevelFunctionLibrary_LerpExpFogData Parms{};
Parms.SourceData = std::move(SourceData);
Parms.TargetData = std::move(TargetData);
Parms.Alpha = Alpha;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLevelFunctionLibrary.LerpFogNiagaraData
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// const struct FNoceFogNiagaraSetting& SourceData (Parm, NativeAccessSpecifierPublic)
// const struct FNoceFogNiagaraSetting& TargetData (Parm, NativeAccessSpecifierPublic)
// float Alpha (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FNoceFogNiagaraSetting ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FNoceFogNiagaraSetting UNoceLevelFunctionLibrary::LerpFogNiagaraData(const struct FNoceFogNiagaraSetting& SourceData, const struct FNoceFogNiagaraSetting& TargetData, float Alpha)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "LerpFogNiagaraData");
Params::NoceLevelFunctionLibrary_LerpFogNiagaraData Parms{};
Parms.SourceData = std::move(SourceData);
Parms.TargetData = std::move(TargetData);
Parms.Alpha = Alpha;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLevelFunctionLibrary.LerpNiagaraData
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// const struct FNoceLanternNiagaraSetting&SourceData (Parm, NativeAccessSpecifierPublic)
// const struct FNoceLanternNiagaraSetting&TargetData (Parm, NativeAccessSpecifierPublic)
// float Alpha (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FNoceLanternNiagaraSetting ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FNoceLanternNiagaraSetting UNoceLevelFunctionLibrary::LerpNiagaraData(const struct FNoceLanternNiagaraSetting& SourceData, const struct FNoceLanternNiagaraSetting& TargetData, float Alpha)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "LerpNiagaraData");
Params::NoceLevelFunctionLibrary_LerpNiagaraData Parms{};
Parms.SourceData = std::move(SourceData);
Parms.TargetData = std::move(TargetData);
Parms.Alpha = Alpha;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLevelFunctionLibrary.LerpSkyAtmosphereData
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// const struct FNoceSkyAtmosphereSetting& SourceData (Parm, NativeAccessSpecifierPublic)
// const struct FNoceSkyAtmosphereSetting& TargetData (Parm, NativeAccessSpecifierPublic)
// float Alpha (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FNoceSkyAtmosphereSetting ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FNoceSkyAtmosphereSetting UNoceLevelFunctionLibrary::LerpSkyAtmosphereData(const struct FNoceSkyAtmosphereSetting& SourceData, const struct FNoceSkyAtmosphereSetting& TargetData, float Alpha)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "LerpSkyAtmosphereData");
Params::NoceLevelFunctionLibrary_LerpSkyAtmosphereData Parms{};
Parms.SourceData = std::move(SourceData);
Parms.TargetData = std::move(TargetData);
Parms.Alpha = Alpha;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLevelFunctionLibrary.LerpSkyDomeData
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// const struct FNoceSkyDomeSetting& SourceData (Parm, NativeAccessSpecifierPublic)
// const struct FNoceSkyDomeSetting& TargetData (Parm, NativeAccessSpecifierPublic)
// float Alpha (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FNoceSkyDomeSetting ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FNoceSkyDomeSetting UNoceLevelFunctionLibrary::LerpSkyDomeData(const struct FNoceSkyDomeSetting& SourceData, const struct FNoceSkyDomeSetting& TargetData, float Alpha)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "LerpSkyDomeData");
Params::NoceLevelFunctionLibrary_LerpSkyDomeData Parms{};
Parms.SourceData = std::move(SourceData);
Parms.TargetData = std::move(TargetData);
Parms.Alpha = Alpha;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLevelFunctionLibrary.LerpSkyLightData
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// const struct FNoceSkyLightSetting& SourceData (Parm, NativeAccessSpecifierPublic)
// const struct FNoceSkyLightSetting& TargetData (Parm, NativeAccessSpecifierPublic)
// float Alpha (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FNoceSkyLightSetting ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FNoceSkyLightSetting UNoceLevelFunctionLibrary::LerpSkyLightData(const struct FNoceSkyLightSetting& SourceData, const struct FNoceSkyLightSetting& TargetData, float Alpha)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "LerpSkyLightData");
Params::NoceLevelFunctionLibrary_LerpSkyLightData Parms{};
Parms.SourceData = std::move(SourceData);
Parms.TargetData = std::move(TargetData);
Parms.Alpha = Alpha;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLevelFunctionLibrary.LerpSpotLightData
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// const struct FNoceSpotLightSetting& SourceData (Parm, NativeAccessSpecifierPublic)
// const struct FNoceSpotLightSetting& TargetData (Parm, NativeAccessSpecifierPublic)
// float Alpha (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FNoceSpotLightSetting ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FNoceSpotLightSetting UNoceLevelFunctionLibrary::LerpSpotLightData(const struct FNoceSpotLightSetting& SourceData, const struct FNoceSpotLightSetting& TargetData, float Alpha)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "LerpSpotLightData");
Params::NoceLevelFunctionLibrary_LerpSpotLightData Parms{};
Parms.SourceData = std::move(SourceData);
Parms.TargetData = std::move(TargetData);
Parms.Alpha = Alpha;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLevelFunctionLibrary.LerpVolumetricFogData
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// const struct FNoceVolumetricFogSetting& SourceData (Parm, NativeAccessSpecifierPublic)
// const struct FNoceVolumetricFogSetting& TargetData (Parm, NativeAccessSpecifierPublic)
// float Alpha (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FNoceVolumetricFogSetting ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FNoceVolumetricFogSetting UNoceLevelFunctionLibrary::LerpVolumetricFogData(const struct FNoceVolumetricFogSetting& SourceData, const struct FNoceVolumetricFogSetting& TargetData, float Alpha)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceLevelFunctionLibrary", "LerpVolumetricFogData");
Params::NoceLevelFunctionLibrary_LerpVolumetricFogData Parms{};
Parms.SourceData = std::move(SourceData);
Parms.TargetData = std::move(TargetData);
Parms.Alpha = Alpha;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLevelSequenceActor.Play
// (Final, Native, Public, BlueprintCallable)
void ANoceLevelSequenceActor::Play()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLevelSequenceActor", "Play");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerShowHideComponent.GetIsOverlapingPlayerMesh
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerShowHideComponent::GetIsOverlapingPlayerMesh()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerShowHideComponent", "GetIsOverlapingPlayerMesh");
Params::NocePlayerShowHideComponent_GetIsOverlapingPlayerMesh Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerShowHideComponent.SetForceUpateIsOverlapingPlayerMesh
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerShowHideComponent::SetForceUpateIsOverlapingPlayerMesh(bool InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerShowHideComponent", "SetForceUpateIsOverlapingPlayerMesh");
Params::NocePlayerShowHideComponent_SetForceUpateIsOverlapingPlayerMesh Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerShowHideComponent.UpdateTickCallBack
// (Final, Native, Public)
void UNocePlayerShowHideComponent::UpdateTickCallBack()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerShowHideComponent", "UpdateTickCallBack");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLightFadeComponent.FixLightFadeDistance
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool IsFixed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float Distance (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceLightFadeComponent::FixLightFadeDistance(bool IsFixed, float Distance)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLightFadeComponent", "FixLightFadeDistance");
Params::NoceLightFadeComponent_FixLightFadeDistance Parms{};
Parms.IsFixed = IsFixed;
Parms.Distance = Distance;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLightFadeInterface.GetAttenuationRadius
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float INoceLightFadeInterface::GetAttenuationRadius()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("NoceLightFadeInterface", "GetAttenuationRadius");
Params::NoceLightFadeInterface_GetAttenuationRadius Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLightFadeInterface.GetEmissiveIntensity
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float INoceLightFadeInterface::GetEmissiveIntensity()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("NoceLightFadeInterface", "GetEmissiveIntensity");
Params::NoceLightFadeInterface_GetEmissiveIntensity Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLightFadeInterface.GetIntensity
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float INoceLightFadeInterface::GetIntensity()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("NoceLightFadeInterface", "GetIntensity");
Params::NoceLightFadeInterface_GetIntensity Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLightFadeInterface.GetMaterialInstance
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// class UMaterialInstanceDynamic* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UMaterialInstanceDynamic* INoceLightFadeInterface::GetMaterialInstance()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("NoceLightFadeInterface", "GetMaterialInstance");
Params::NoceLightFadeInterface_GetMaterialInstance Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLightFadeInterface.NeedManualInitialize
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool INoceLightFadeInterface::NeedManualInitialize()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("NoceLightFadeInterface", "NeedManualInitialize");
Params::NoceLightFadeInterface_NeedManualInitialize Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLightProps.InitRigidBodyWire
// (Final, Native, Protected, BlueprintCallable)
void ANoceLightProps::InitRigidBodyWire()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLightProps", "InitRigidBodyWire");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLightProps.SetLightMaxDistanceFadeRange
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceLightProps::SetLightMaxDistanceFadeRange(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLightProps", "SetLightMaxDistanceFadeRange");
Params::NoceLightProps_SetLightMaxDistanceFadeRange Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLightProps.SetLightMaxDrawDistance
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceLightProps::SetLightMaxDrawDistance(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLightProps", "SetLightMaxDrawDistance");
Params::NoceLightProps_SetLightMaxDrawDistance Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLightProps.SetReplaceLightFunctionMaterial
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UMaterialInterface* InValue (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceLightProps::SetReplaceLightFunctionMaterial(class UMaterialInterface* InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLightProps", "SetReplaceLightFunctionMaterial");
Params::NoceLightProps_SetReplaceLightFunctionMaterial Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLightProps.UpdateSavablePropertiesBPWhenCreateRecord
// (Event, Protected, BlueprintEvent)
void ANoceLightProps::UpdateSavablePropertiesBPWhenCreateRecord()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLightProps", "UpdateSavablePropertiesBPWhenCreateRecord");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameNoce.NoceLightProps.GetLightComp
// (Event, Protected, BlueprintEvent, Const)
// Parameters:
// class ULightComponent* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class ULightComponent* ANoceLightProps::GetLightComp() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLightProps", "GetLightComp");
Params::NoceLightProps_GetLightComp Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function GameNoce.NoceLightProps.GetLightMaxDistanceFadeRange
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ANoceLightProps::GetLightMaxDistanceFadeRange() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLightProps", "GetLightMaxDistanceFadeRange");
Params::NoceLightProps_GetLightMaxDistanceFadeRange Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLightProps.GetLightMaxDrawDistance
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ANoceLightProps::GetLightMaxDrawDistance() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLightProps", "GetLightMaxDrawDistance");
Params::NoceLightProps_GetLightMaxDrawDistance Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLightProps.GetReplaceLightFunctionMaterial
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UMaterialInterface* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UMaterialInterface* ANoceLightProps::GetReplaceLightFunctionMaterial() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLightProps", "GetReplaceLightFunctionMaterial");
Params::NoceLightProps_GetReplaceLightFunctionMaterial Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLightProps.IsLoadLoadRecordData
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceLightProps::IsLoadLoadRecordData() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLightProps", "IsLoadLoadRecordData");
Params::NoceLightProps_IsLoadLoadRecordData Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceListView.BP_GetEntryWidgetFromItem
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// const class UObject* Item (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UUserWidget* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UUserWidget* UNoceListView::BP_GetEntryWidgetFromItem(const class UObject* Item)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceListView", "BP_GetEntryWidgetFromItem");
Params::NoceListView_BP_GetEntryWidgetFromItem Parms{};
Parms.Item = Item;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceListView.BP_ItemFromEntryWidget
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UUserWidget* EntryWidget (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UObject* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UObject* UNoceListView::BP_ItemFromEntryWidget(class UUserWidget* EntryWidget)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceListView", "BP_ItemFromEntryWidget");
Params::NoceListView_BP_ItemFromEntryWidget Parms{};
Parms.EntryWidget = EntryWidget;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceListView.BP_UpdateScrollbarVisibility
// (Final, Native, Public, BlueprintCallable)
void UNoceListView::BP_UpdateScrollbarVisibility()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceListView", "BP_UpdateScrollbarVisibility");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceListView.DisableInputs
// (Final, Native, Public, BlueprintCallable)
void UNoceListView::DisableInputs()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceListView", "DisableInputs");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceListView.EnableInputs
// (Final, Native, Public, BlueprintCallable)
void UNoceListView::EnableInputs()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceListView", "EnableInputs");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceListView.GetSelectingIndex
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UNoceListView::GetSelectingIndex()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceListView", "GetSelectingIndex");
Params::NoceListView_GetSelectingIndex Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceListView.IsUserScrolling
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceListView::IsUserScrolling()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceListView", "IsUserScrolling");
Params::NoceListView_IsUserScrolling Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceListView.PlaySound
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const struct FNeoAudioTriggerIdHandle& TriggerId (Parm, NoDestructor, NativeAccessSpecifierPublic)
void UNoceListView::PlaySound(const struct FNeoAudioTriggerIdHandle& TriggerId)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceListView", "PlaySound");
Params::NoceListView_PlaySound Parms{};
Parms.TriggerId = std::move(TriggerId);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceListView.ScrollToTopWithoutAnimation
// (Final, Native, Public, BlueprintCallable)
void UNoceListView::ScrollToTopWithoutAnimation()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceListView", "ScrollToTopWithoutAnimation");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceListView.SetSelectedIndexWithoutAnimation
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceListView::SetSelectedIndexWithoutAnimation(int32 Index_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceListView", "SetSelectedIndexWithoutAnimation");
Params::NoceListView_SetSelectedIndexWithoutAnimation Parms{};
Parms.Index_0 = Index_0;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceListView.SetSound
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const struct FNeoAudioTriggerIdHandle& InSelectSound (Parm, NoDestructor, NativeAccessSpecifierPublic)
// const struct FNeoAudioTriggerIdHandle& InMouseHoverSound (Parm, NoDestructor, NativeAccessSpecifierPublic)
void UNoceListView::SetSound(const struct FNeoAudioTriggerIdHandle& InSelectSound, const struct FNeoAudioTriggerIdHandle& InMouseHoverSound)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceListView", "SetSound");
Params::NoceListView_SetSound Parms{};
Parms.InSelectSound = std::move(InSelectSound);
Parms.InMouseHoverSound = std::move(InMouseHoverSound);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceListView.UpdateInput
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FInputEvent& InputEvent (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// const struct FKey& Key (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceListView::UpdateInput(const struct FInputEvent& InputEvent, const struct FKey& Key)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceListView", "UpdateInput");
Params::NoceListView_UpdateInput Parms{};
Parms.InputEvent = std::move(InputEvent);
Parms.Key = std::move(Key);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLocalGameUserSettings.CheckAllSettingValid
// (Final, Native, Public, BlueprintCallable)
void UNoceLocalGameUserSettings::CheckAllSettingValid()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLocalGameUserSettings", "CheckAllSettingValid");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLocalGameUserSettings.GetAASuperSamplingWithCheck
// (Final, Native, Public)
// Parameters:
// bool UseViewport (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ENoceGraphicAASuperSamplingMode ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ENoceGraphicAASuperSamplingMode UNoceLocalGameUserSettings::GetAASuperSamplingWithCheck(bool UseViewport)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLocalGameUserSettings", "GetAASuperSamplingWithCheck");
Params::NoceLocalGameUserSettings_GetAASuperSamplingWithCheck Parms{};
Parms.UseViewport = UseViewport;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLocalGameUserSettings.GetAvailableAASuperSamplingModes
// (Final, Native, Public)
// Parameters:
// bool UseViewport (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<ENoceGraphicAASuperSamplingMode> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<ENoceGraphicAASuperSamplingMode> UNoceLocalGameUserSettings::GetAvailableAASuperSamplingModes(bool UseViewport)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLocalGameUserSettings", "GetAvailableAASuperSamplingModes");
Params::NoceLocalGameUserSettings_GetAvailableAASuperSamplingModes Parms{};
Parms.UseViewport = UseViewport;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLocalGameUserSettings.GetGamepadIconDeviceType
// (Final, Native, Public)
// Parameters:
// ENoceInputDeviceType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ENoceInputDeviceType UNoceLocalGameUserSettings::GetGamepadIconDeviceType()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLocalGameUserSettings", "GetGamepadIconDeviceType");
Params::NoceLocalGameUserSettings_GetGamepadIconDeviceType Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLocalGameUserSettings.GetIsInitialized
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceLocalGameUserSettings::GetIsInitialized()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLocalGameUserSettings", "GetIsInitialized");
Params::NoceLocalGameUserSettings_GetIsInitialized Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLocalGameUserSettings.GetLastBenchmark
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// float* CPU (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float* GPU (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceLocalGameUserSettings::GetLastBenchmark(float* CPU, float* GPU)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLocalGameUserSettings", "GetLastBenchmark");
Params::NoceLocalGameUserSettings_GetLastBenchmark Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (CPU != nullptr)
*CPU = Parms.CPU;
if (GPU != nullptr)
*GPU = Parms.GPU;
}
// Function GameNoce.NoceLocalGameUserSettings.GetLastPreset
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENoceGameSettingPreset ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ENoceGameSettingPreset UNoceLocalGameUserSettings::GetLastPreset()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLocalGameUserSettings", "GetLastPreset");
Params::NoceLocalGameUserSettings_GetLastPreset Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLocalGameUserSettings.GetLastPreset2
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENoceGameSettingPreset CurrentPreset (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ENoceGameSettingPreset ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ENoceGameSettingPreset UNoceLocalGameUserSettings::GetLastPreset2(ENoceGameSettingPreset CurrentPreset)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLocalGameUserSettings", "GetLastPreset2");
Params::NoceLocalGameUserSettings_GetLastPreset2 Parms{};
Parms.CurrentPreset = CurrentPreset;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLocalGameUserSettings.IsHDRValidEnabled
// (Final, Native, Public)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceLocalGameUserSettings::IsHDRValidEnabled()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLocalGameUserSettings", "IsHDRValidEnabled");
Params::NoceLocalGameUserSettings_IsHDRValidEnabled Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLocalGameUserSettings.LoadAudioOutputDeviceId
// (Final, Native, Public, BlueprintCallable)
void UNoceLocalGameUserSettings::LoadAudioOutputDeviceId()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLocalGameUserSettings", "LoadAudioOutputDeviceId");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLocalGameUserSettings.RunNoceBenchmark
// (Final, Native, Public, BlueprintCallable)
void UNoceLocalGameUserSettings::RunNoceBenchmark()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLocalGameUserSettings", "RunNoceBenchmark");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLocalGameUserSettings.SetAASuperSampling
// (Final, Native, Public)
// Parameters:
// ENoceGraphicAASuperSamplingMode InVal (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceLocalGameUserSettings::SetAASuperSampling(ENoceGraphicAASuperSamplingMode InVal)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLocalGameUserSettings", "SetAASuperSampling");
Params::NoceLocalGameUserSettings_SetAASuperSampling Parms{};
Parms.InVal = InVal;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLocalGameUserSettings.SetAASuperSamplingQuality
// (Final, Native, Public)
// Parameters:
// uint32 InVal (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceLocalGameUserSettings::SetAASuperSamplingQuality(uint32 InVal)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLocalGameUserSettings", "SetAASuperSamplingQuality");
Params::NoceLocalGameUserSettings_SetAASuperSamplingQuality Parms{};
Parms.InVal = InVal;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLocalGameUserSettings.SetAudioOutputDeviceId
// (Final, Native, Public)
// Parameters:
// const class FString& InAudioOutputDeviceId (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceLocalGameUserSettings::SetAudioOutputDeviceId(const class FString& InAudioOutputDeviceId)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLocalGameUserSettings", "SetAudioOutputDeviceId");
Params::NoceLocalGameUserSettings_SetAudioOutputDeviceId Parms{};
Parms.InAudioOutputDeviceId = std::move(InAudioOutputDeviceId);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLocalGameUserSettings.SetEnableHDR
// (Final, Native, Public)
// Parameters:
// bool Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceLocalGameUserSettings::SetEnableHDR(bool Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLocalGameUserSettings", "SetEnableHDR");
Params::NoceLocalGameUserSettings_SetEnableHDR Parms{};
Parms.Value = Value;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLocalGameUserSettings.SetFullscreenModeAndApply
// (Final, Native, Public)
// Parameters:
// EWindowMode InFullscreenMode (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceLocalGameUserSettings::SetFullscreenModeAndApply(EWindowMode InFullscreenMode)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLocalGameUserSettings", "SetFullscreenModeAndApply");
Params::NoceLocalGameUserSettings_SetFullscreenModeAndApply Parms{};
Parms.InFullscreenMode = InFullscreenMode;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLocalGameUserSettings.SetGamepadIconType
// (Final, Native, Public)
// Parameters:
// ENoceInputGamepadType InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceLocalGameUserSettings::SetGamepadIconType(ENoceInputGamepadType InType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLocalGameUserSettings", "SetGamepadIconType");
Params::NoceLocalGameUserSettings_SetGamepadIconType Parms{};
Parms.InType = InType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLocalGameUserSettings.SetPaniniProjectionEnabled
// (Final, Native, Public)
// Parameters:
// bool Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceLocalGameUserSettings::SetPaniniProjectionEnabled(bool Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLocalGameUserSettings", "SetPaniniProjectionEnabled");
Params::NoceLocalGameUserSettings_SetPaniniProjectionEnabled Parms{};
Parms.Value = Value;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLocalGameUserSettings.SetPreset
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENoceGameSettingPreset InVal (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceLocalGameUserSettings::SetPreset(ENoceGameSettingPreset InVal)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLocalGameUserSettings", "SetPreset");
Params::NoceLocalGameUserSettings_SetPreset Parms{};
Parms.InVal = InVal;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLocalGameUserSettings.SetScreenPercentage
// (Final, Native, Public)
// Parameters:
// int32 Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceLocalGameUserSettings::SetScreenPercentage(int32 Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLocalGameUserSettings", "SetScreenPercentage");
Params::NoceLocalGameUserSettings_SetScreenPercentage Parms{};
Parms.Value = Value;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLocalGameUserSettings.SetToDefaultIfNotInitialized
// (Final, Native, Public, BlueprintCallable)
void UNoceLocalGameUserSettings::SetToDefaultIfNotInitialized()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLocalGameUserSettings", "SetToDefaultIfNotInitialized");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLocalGameUserSettings.SupportAASuperSamplingQuality
// (Final, Native, Public)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceLocalGameUserSettings::SupportAASuperSamplingQuality()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLocalGameUserSettings", "SupportAASuperSamplingQuality");
Params::NoceLocalGameUserSettings_SupportAASuperSamplingQuality Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLocalGameUserSettings.CanPaniniProjectionEnabled
// (Final, Native, Public, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceLocalGameUserSettings::CanPaniniProjectionEnabled() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLocalGameUserSettings", "CanPaniniProjectionEnabled");
Params::NoceLocalGameUserSettings_CanPaniniProjectionEnabled Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLocalGameUserSettings.GetAASuperSampling
// (Final, Native, Public, Const)
// Parameters:
// ENoceGraphicAASuperSamplingMode ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ENoceGraphicAASuperSamplingMode UNoceLocalGameUserSettings::GetAASuperSampling() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLocalGameUserSettings", "GetAASuperSampling");
Params::NoceLocalGameUserSettings_GetAASuperSampling Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLocalGameUserSettings.GetAASuperSamplingQuality
// (Final, Native, Public, Const)
// Parameters:
// uint32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
uint32 UNoceLocalGameUserSettings::GetAASuperSamplingQuality() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLocalGameUserSettings", "GetAASuperSamplingQuality");
Params::NoceLocalGameUserSettings_GetAASuperSamplingQuality Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLocalGameUserSettings.GetAudioOutputDeviceId
// (Final, Native, Public, Const)
// Parameters:
// class FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class FString UNoceLocalGameUserSettings::GetAudioOutputDeviceId() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLocalGameUserSettings", "GetAudioOutputDeviceId");
Params::NoceLocalGameUserSettings_GetAudioOutputDeviceId Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLocalGameUserSettings.GetFullscreenModeInt
// (Final, Native, Public, Const)
// Parameters:
// const int32 ReturnValue (ConstParm, Parm, OutParm, ZeroConstructor, ReturnParm, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
const int32 UNoceLocalGameUserSettings::GetFullscreenModeInt() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLocalGameUserSettings", "GetFullscreenModeInt");
Params::NoceLocalGameUserSettings_GetFullscreenModeInt Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLocalGameUserSettings.GetGamepadIconType
// (Final, Native, Public, Const)
// Parameters:
// ENoceInputGamepadType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ENoceInputGamepadType UNoceLocalGameUserSettings::GetGamepadIconType() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLocalGameUserSettings", "GetGamepadIconType");
Params::NoceLocalGameUserSettings_GetGamepadIconType Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLocalGameUserSettings.GetMotionBlur
// (Final, Native, Public, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceLocalGameUserSettings::GetMotionBlur() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLocalGameUserSettings", "GetMotionBlur");
Params::NoceLocalGameUserSettings_GetMotionBlur Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLocalGameUserSettings.GetPaniniProjectionEnabled
// (Final, Native, Public, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceLocalGameUserSettings::GetPaniniProjectionEnabled() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLocalGameUserSettings", "GetPaniniProjectionEnabled");
Params::NoceLocalGameUserSettings_GetPaniniProjectionEnabled Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLocalGameUserSettings.GetResolutionSizeX
// (Final, Native, Public, Const)
// Parameters:
// const uint32 ReturnValue (ConstParm, Parm, OutParm, ZeroConstructor, ReturnParm, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
const uint32 UNoceLocalGameUserSettings::GetResolutionSizeX() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLocalGameUserSettings", "GetResolutionSizeX");
Params::NoceLocalGameUserSettings_GetResolutionSizeX Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLocalGameUserSettings.GetResolutionSizeY
// (Final, Native, Public, Const)
// Parameters:
// const uint32 ReturnValue (ConstParm, Parm, OutParm, ZeroConstructor, ReturnParm, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
const uint32 UNoceLocalGameUserSettings::GetResolutionSizeY() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLocalGameUserSettings", "GetResolutionSizeY");
Params::NoceLocalGameUserSettings_GetResolutionSizeY Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLocalGameUserSettings.GetScreenPercentage
// (Final, Native, Public, Const)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UNoceLocalGameUserSettings::GetScreenPercentage() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLocalGameUserSettings", "GetScreenPercentage");
Params::NoceLocalGameUserSettings_GetScreenPercentage Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLocalGameUserSettings.GetVSyncEnabled
// (Final, Native, Public, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceLocalGameUserSettings::GetVSyncEnabled() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLocalGameUserSettings", "GetVSyncEnabled");
Params::NoceLocalGameUserSettings_GetVSyncEnabled Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLockLocationComponent.GetCanBeLockedOn
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceLockLocationComponent::GetCanBeLockedOn()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLockLocationComponent", "GetCanBeLockedOn");
Params::NoceLockLocationComponent_GetCanBeLockedOn Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceLockLocationComponent.OnAIControllerThinkEnableChanged
// (Final, Native, Protected)
// Parameters:
// bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceLockLocationComponent::OnAIControllerThinkEnableChanged(bool InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLockLocationComponent", "OnAIControllerThinkEnableChanged");
Params::NoceLockLocationComponent_OnAIControllerThinkEnableChanged Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLockLocationComponent.OnEnemyDie
// (Final, Native, Protected)
void UNoceLockLocationComponent::OnEnemyDie()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLockLocationComponent", "OnEnemyDie");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLockLocationComponent.OnEnemyFakeDead
// (Final, Native, Protected)
void UNoceLockLocationComponent::OnEnemyFakeDead()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLockLocationComponent", "OnEnemyFakeDead");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLockLocationComponent.OnEnemyResurrect
// (Final, Native, Protected)
void UNoceLockLocationComponent::OnEnemyResurrect()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLockLocationComponent", "OnEnemyResurrect");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLockLocationComponent.OnPossessedPawnChanged
// (Final, Native, Protected)
// Parameters:
// class APawn* InOldPawn (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class APawn* InNewPawn (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceLockLocationComponent::OnPossessedPawnChanged(class APawn* InOldPawn, class APawn* InNewPawn)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLockLocationComponent", "OnPossessedPawnChanged");
Params::NoceLockLocationComponent_OnPossessedPawnChanged Parms{};
Parms.InOldPawn = InOldPawn;
Parms.InNewPawn = InNewPawn;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceLockLocationComponent.SetCanBeLockedOn
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceLockLocationComponent::SetCanBeLockedOn(bool InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceLockLocationComponent", "SetCanBeLockedOn");
Params::NoceLockLocationComponent_SetCanBeLockedOn Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceMapAreaWidget.GetAllMapBackgroundWidgets
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// TArray<class UNoceMapBackgroundWidget*> ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
TArray<class UNoceMapBackgroundWidget*> UNoceMapAreaWidget::GetAllMapBackgroundWidgets()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceMapAreaWidget", "GetAllMapBackgroundWidgets");
Params::NoceMapAreaWidget_GetAllMapBackgroundWidgets Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceMapAreaWidget.GetAllMapDynamicMapIconWidgets
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// TArray<class UNoceDynamicMapIconWidget*>ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
TArray<class UNoceDynamicMapIconWidget*> UNoceMapAreaWidget::GetAllMapDynamicMapIconWidgets()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceMapAreaWidget", "GetAllMapDynamicMapIconWidgets");
Params::NoceMapAreaWidget_GetAllMapDynamicMapIconWidgets Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceMapAreaWidget.GetAllMapLocationWidgets
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// TArray<class UNoceMapLocationWidget*> ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
TArray<class UNoceMapLocationWidget*> UNoceMapAreaWidget::GetAllMapLocationWidgets()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceMapAreaWidget", "GetAllMapLocationWidgets");
Params::NoceMapAreaWidget_GetAllMapLocationWidgets Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceMapAreaWidget.GetVisibleLocationGroups
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// TArray<ENoceMapLocationGroup> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<ENoceMapLocationGroup> UNoceMapAreaWidget::GetVisibleLocationGroups()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceMapAreaWidget", "GetVisibleLocationGroups");
Params::NoceMapAreaWidget_GetVisibleLocationGroups Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceMapCapture.GenerateSnapshot
// (Final, Native, Public)
void ANoceMapCapture::GenerateSnapshot()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceMapCapture", "GenerateSnapshot");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceMapCapture.GetAreaBounds
// (Final, Native, Protected, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UBoxComponent* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UBoxComponent* ANoceMapCapture::GetAreaBounds() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceMapCapture", "GetAreaBounds");
Params::NoceMapCapture_GetAreaBounds Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceMapIconComponent.GetData
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FNoceMapGeneralIconData ReturnValue (Parm, OutParm, ReturnParm, NoDestructor, NativeAccessSpecifierPublic)
struct FNoceMapGeneralIconData UNoceMapIconComponent::GetData()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceMapIconComponent", "GetData");
Params::NoceMapIconComponent_GetData Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceMapIconComponent.OnCheckConditionMatch
// (Final, Native, Protected)
void UNoceMapIconComponent::OnCheckConditionMatch()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceMapIconComponent", "OnCheckConditionMatch");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceMapIconComponent.OnGameProgressChanged
// (Final, Native, Protected)
// Parameters:
// const struct FGameplayTag& NewTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceMapIconComponent::OnGameProgressChanged(const struct FGameplayTag& NewTag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceMapIconComponent", "OnGameProgressChanged");
Params::NoceMapIconComponent_OnGameProgressChanged Parms{};
Parms.NewTag = std::move(NewTag);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceMapIconComponent.OnInteract
// (Final, Native, Protected)
void UNoceMapIconComponent::OnInteract()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceMapIconComponent", "OnInteract");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceMapIconComponent.OnInteractOverlapHint
// (Final, Native, Protected)
void UNoceMapIconComponent::OnInteractOverlapHint()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceMapIconComponent", "OnInteractOverlapHint");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceMapIconComponent.SetIconSize
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const float NewIconSize (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceMapIconComponent::SetIconSize(const float NewIconSize)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceMapIconComponent", "SetIconSize");
Params::NoceMapIconComponent_SetIconSize Parms{};
Parms.NewIconSize = NewIconSize;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceMapIconComponent.SetIconVisible
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const bool bNewVisible (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceMapIconComponent::SetIconVisible(const bool bNewVisible)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceMapIconComponent", "SetIconVisible");
Params::NoceMapIconComponent_SetIconVisible Parms{};
Parms.bNewVisible = bNewVisible;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceMapIconComponent.DoesIconRotate
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceMapIconComponent::DoesIconRotate() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceMapIconComponent", "DoesIconRotate");
Params::NoceMapIconComponent_DoesIconRotate Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceMapIconComponent.GetIconSize
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float MapSize (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNoceMapIconComponent::GetIconSize(float MapSize) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceMapIconComponent", "GetIconSize");
Params::NoceMapIconComponent_GetIconSize Parms{};
Parms.MapSize = MapSize;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceMapIconComponent.IsIconVisible
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceMapIconComponent::IsIconVisible() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceMapIconComponent", "IsIconVisible");
Params::NoceMapIconComponent_IsIconVisible Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceMapTrackerComponent.GetMapIcons
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const TArray<class UNoceMapIconComponent*>ReturnValue (ConstParm, ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
const TArray<class UNoceMapIconComponent*> UNoceMapTrackerComponent::GetMapIcons() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceMapTrackerComponent", "GetMapIcons");
Params::NoceMapTrackerComponent_GetMapIcons Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceMaterialSanityFlowerWidget.GetMaterial
// (Final, Native, Protected, BlueprintCallable, BlueprintPure)
// Parameters:
// class UMaterialInstanceDynamic* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UMaterialInstanceDynamic* UNoceMaterialSanityFlowerWidget::GetMaterial()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceMaterialSanityFlowerWidget", "GetMaterial");
Params::NoceMaterialSanityFlowerWidget_GetMaterial Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceMaterialSanityFlowerWidget.InitializeDynamicMaterial
// (Event, Protected, HasOutParams, BlueprintEvent)
// Parameters:
// bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceMaterialSanityFlowerWidget::InitializeDynamicMaterial(bool* NoUse)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceMaterialSanityFlowerWidget", "InitializeDynamicMaterial");
Params::NoceMaterialSanityFlowerWidget_InitializeDynamicMaterial Parms{};
UObject::ProcessEvent(Func, &Parms);
if (NoUse != nullptr)
*NoUse = Parms.NoUse;
}
// Function GameNoce.NoceMaterialSanityFlowerWidget.UpdatePercent
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float Percent (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceMaterialSanityFlowerWidget::UpdatePercent(float Percent)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceMaterialSanityFlowerWidget", "UpdatePercent");
Params::NoceMaterialSanityFlowerWidget_UpdatePercent Parms{};
Parms.Percent = Percent;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceMinimapWidget.Refresh
// (Event, Public, BlueprintCallable, BlueprintEvent)
void UNoceMinimapWidget::Refresh()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceMinimapWidget", "Refresh");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameNoce.NoceMinimapWidget.Zoom
// (Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool ZoomIn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceMinimapWidget::Zoom(bool ZoomIn)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceMinimapWidget", "Zoom");
Params::NoceMinimapWidget_Zoom Parms{};
Parms.ZoomIn = ZoomIn;
UObject::ProcessEvent(Func, &Parms);
}
// Function GameNoce.NoceNavLinkProxy.GetEndPoint
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
struct FVector ANoceNavLinkProxy::GetEndPoint()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceNavLinkProxy", "GetEndPoint");
Params::NoceNavLinkProxy_GetEndPoint Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceNavLinkProxy.GetStartPoint
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
struct FVector ANoceNavLinkProxy::GetStartPoint()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceNavLinkProxy", "GetStartPoint");
Params::NoceNavLinkProxy_GetStartPoint Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceNewIconWidget.GetIsNew
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceNewIconWidget::GetIsNew()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceNewIconWidget", "GetIsNew");
Params::NoceNewIconWidget_GetIsNew Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceNewIconWidget.OnFocusCompleted
// (Final, Native, Protected)
void UNoceNewIconWidget::OnFocusCompleted()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceNewIconWidget", "OnFocusCompleted");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceNewIconWidget.OnUnfocusCompleted
// (Final, Native, Protected)
void UNoceNewIconWidget::OnUnfocusCompleted()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceNewIconWidget", "OnUnfocusCompleted");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceNewIconWidget.SetIsNew
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InIsNew (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool NeedAnimation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceNewIconWidget::SetIsNew(bool InIsNew, bool NeedAnimation)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceNewIconWidget", "SetIsNew");
Params::NoceNewIconWidget_SetIsNew Parms{};
Parms.InIsNew = InIsNew;
Parms.NeedAnimation = NeedAnimation;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceNotebookBookmark.Deactivate
// (Event, Public, BlueprintCallable, BlueprintEvent)
void ANoceNotebookBookmark::Deactivate()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceNotebookBookmark", "Deactivate");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameNoce.NoceNotebookBookmark.GetIsLeft
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceNotebookBookmark::GetIsLeft()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceNotebookBookmark", "GetIsLeft");
Params::NoceNotebookBookmark_GetIsLeft Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceNotebookBookmark.GetPageIndex
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 ANoceNotebookBookmark::GetPageIndex()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceNotebookBookmark", "GetPageIndex");
Params::NoceNotebookBookmark_GetPageIndex Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceNotebookBookmark.GetPosIndex
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 ANoceNotebookBookmark::GetPosIndex()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceNotebookBookmark", "GetPosIndex");
Params::NoceNotebookBookmark_GetPosIndex Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceNotebookBookmark.OnFadeIn
// (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// const bool NeedFastFadeIn (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceNotebookBookmark::OnFadeIn(const bool NeedFastFadeIn, bool* NoUse)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceNotebookBookmark", "OnFadeIn");
Params::NoceNotebookBookmark_OnFadeIn Parms{};
Parms.NeedFastFadeIn = NeedFastFadeIn;
UObject::ProcessEvent(Func, &Parms);
if (NoUse != nullptr)
*NoUse = Parms.NoUse;
}
// Function GameNoce.NoceNotebookBookmark.OnFadeOut
// (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// const bool NeedFastFadeOut (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceNotebookBookmark::OnFadeOut(const bool NeedFastFadeOut, bool* NoUse)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceNotebookBookmark", "OnFadeOut");
Params::NoceNotebookBookmark_OnFadeOut Parms{};
Parms.NeedFastFadeOut = NeedFastFadeOut;
UObject::ProcessEvent(Func, &Parms);
if (NoUse != nullptr)
*NoUse = Parms.NoUse;
}
// Function GameNoce.NoceNotebookBookmark.ResetPlayRate
// (Final, Native, Public, BlueprintCallable)
void ANoceNotebookBookmark::ResetPlayRate()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceNotebookBookmark", "ResetPlayRate");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceNotebookBookmark.SetIsLeft
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool NewValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceNotebookBookmark::SetIsLeft(bool NewValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceNotebookBookmark", "SetIsLeft");
Params::NoceNotebookBookmark_SetIsLeft Parms{};
Parms.NewValue = NewValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceNotebookBookmark.SetPageIndex
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 NewValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceNotebookBookmark::SetPageIndex(int32 NewValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceNotebookBookmark", "SetPageIndex");
Params::NoceNotebookBookmark_SetPageIndex Parms{};
Parms.NewValue = NewValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceNotebookBookmark.SetPlayRate
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float NewValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceNotebookBookmark::SetPlayRate(float NewValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceNotebookBookmark", "SetPlayRate");
Params::NoceNotebookBookmark_SetPlayRate Parms{};
Parms.NewValue = NewValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceNotebookBookmark.SetPosIndex
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 NewValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceNotebookBookmark::SetPosIndex(int32 NewValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceNotebookBookmark", "SetPosIndex");
Params::NoceNotebookBookmark_SetPosIndex Parms{};
Parms.NewValue = NewValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceNotebookPage.GetContents
// (Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// TArray<class UNoceNotebookContent*> ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
TArray<class UNoceNotebookContent*> UNoceNotebookPage::GetContents()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceNotebookPage", "GetContents");
Params::NoceNotebookPage_GetContents Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function GameNoce.NoceNotebookPage.IsPlayingUIAnimations
// (Native, Event, Public, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceNotebookPage::IsPlayingUIAnimations()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceNotebookPage", "IsPlayingUIAnimations");
Params::NoceNotebookPage_IsPlayingUIAnimations Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceNotebookPage.OnFadeIn
// (Native, Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceNotebookPage::OnFadeIn(bool* NoUse)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceNotebookPage", "OnFadeIn");
Params::NoceNotebookPage_OnFadeIn Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (NoUse != nullptr)
*NoUse = Parms.NoUse;
}
// Function GameNoce.NoceNotebookPage.SetData
// (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// const TArray<class FText>& Texts (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// const TArray<struct FSoftObjectPath>& Images (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// const TArray<bool>& IsVisibles (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// const TArray<bool>& IsNews (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// const TArray<bool>& IsNews2 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceNotebookPage::SetData(const TArray<class FText>& Texts, const TArray<struct FSoftObjectPath>& Images, const TArray<bool>& IsVisibles, const TArray<bool>& IsNews, const TArray<bool>& IsNews2, bool* NoUse)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceNotebookPage", "SetData");
Params::NoceNotebookPage_SetData Parms{};
Parms.Texts = std::move(Texts);
Parms.Images = std::move(Images);
Parms.IsVisibles = std::move(IsVisibles);
Parms.IsNews = std::move(IsNews);
Parms.IsNews2 = std::move(IsNews2);
UObject::ProcessEvent(Func, &Parms);
if (NoUse != nullptr)
*NoUse = Parms.NoUse;
}
// Function GameNoce.NoceNotebookPageTabWidget.ClearNew
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceNotebookPageTabWidget::ClearNew(int32 Index_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceNotebookPageTabWidget", "ClearNew");
Params::NoceNotebookPageTabWidget_ClearNew Parms{};
Parms.Index_0 = Index_0;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceNotebookPageTabWidget.Init
// (Final, Native, Public, BlueprintCallable)
void UNoceNotebookPageTabWidget::Init()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceNotebookPageTabWidget", "Init");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceNotebookPageTabWidget.SetData
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// const TArray<struct FNoceUINotebookCategoryData>&InData (Parm, ZeroConstructor, NativeAccessSpecifierPublic)
// const struct FLinearColor& InDefaultColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FLinearColor& InSelectColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 InDefaultIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool UseMoreTabs (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceNotebookPageTabWidget::SetData(const TArray<struct FNoceUINotebookCategoryData>& InData, const struct FLinearColor& InDefaultColor, const struct FLinearColor& InSelectColor, int32 InDefaultIndex, bool UseMoreTabs)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceNotebookPageTabWidget", "SetData");
Params::NoceNotebookPageTabWidget_SetData Parms{};
Parms.InData = std::move(InData);
Parms.InDefaultColor = std::move(InDefaultColor);
Parms.InSelectColor = std::move(InSelectColor);
Parms.InDefaultIndex = InDefaultIndex;
Parms.UseMoreTabs = UseMoreTabs;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceOpenDoorByProgressComp.UpdateOpenDoor_BP
// (Native, Event, Protected, BlueprintEvent)
// Parameters:
// bool NeedOpen (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceOpenDoorByProgressComp::UpdateOpenDoor_BP(bool NeedOpen)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceOpenDoorByProgressComp", "UpdateOpenDoor_BP");
Params::NoceOpenDoorByProgressComp_UpdateOpenDoor_BP Parms{};
Parms.NeedOpen = NeedOpen;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePageTabWidget.CanSelectNext
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePageTabWidget::CanSelectNext()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePageTabWidget", "CanSelectNext");
Params::NocePageTabWidget_CanSelectNext Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePageTabWidget.CanSelectPrevious
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePageTabWidget::CanSelectPrevious()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePageTabWidget", "CanSelectPrevious");
Params::NocePageTabWidget_CanSelectPrevious Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePageTabWidget.GetSelectingIndex
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UNocePageTabWidget::GetSelectingIndex()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePageTabWidget", "GetSelectingIndex");
Params::NocePageTabWidget_GetSelectingIndex Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePageTabWidget.Init
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 InTotalPage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 InCurrentPage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePageTabWidget::Init(int32 InTotalPage, int32 InCurrentPage)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePageTabWidget", "Init");
Params::NocePageTabWidget_Init Parms{};
Parms.InTotalPage = InTotalPage;
Parms.InCurrentPage = InCurrentPage;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePageTabWidget.MakeSlotsAndSpacers
// (Final, Native, Protected, BlueprintCallable)
void UNocePageTabWidget::MakeSlotsAndSpacers()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePageTabWidget", "MakeSlotsAndSpacers");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePageTabWidget.SelectNext
// (Final, Native, Public, BlueprintCallable)
void UNocePageTabWidget::SelectNext()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePageTabWidget", "SelectNext");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePageTabWidget.SelectPrevious
// (Final, Native, Public, BlueprintCallable)
void UNocePageTabWidget::SelectPrevious()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePageTabWidget", "SelectPrevious");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePauseListWidget.CreateMenu
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const TArray<class UPauseListObject*>& ListItems (Parm, ZeroConstructor, NativeAccessSpecifierPublic)
// int32 InitIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePauseListWidget::CreateMenu(const TArray<class UPauseListObject*>& ListItems, int32 InitIndex)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePauseListWidget", "CreateMenu");
Params::NocePauseListWidget_CreateMenu Parms{};
Parms.ListItems = std::move(ListItems);
Parms.InitIndex = InitIndex;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePauseListWidget.GetList
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UNoceVerticalList* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UNoceVerticalList* UNocePauseListWidget::GetList()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePauseListWidget", "GetList");
Params::NocePauseListWidget_GetList Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePauseListWidget.InitializeList
// (Final, Native, Public, BlueprintCallable)
void UNocePauseListWidget::InitializeList()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePauseListWidget", "InitializeList");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePauseListWidget.UpdateDescription
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FText& DescriptionText (Parm, NativeAccessSpecifierPublic)
void UNocePauseListWidget::UpdateDescription(int32 Index_0, const class FText& DescriptionText)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePauseListWidget", "UpdateDescription");
Params::NocePauseListWidget_UpdateDescription Parms{};
Parms.Index_0 = Index_0;
Parms.DescriptionText = std::move(DescriptionText);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePendantLight.EnablePendantLights
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// bool bEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePendantLight::EnablePendantLights(bool bEnable)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NocePendantLight", "EnablePendantLights");
Params::NocePendantLight_EnablePendantLights Parms{};
Parms.bEnable = bEnable;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePendantLight.SetLightMaxDistanceFadeRange
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePendantLight::SetLightMaxDistanceFadeRange(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePendantLight", "SetLightMaxDistanceFadeRange");
Params::NocePendantLight_SetLightMaxDistanceFadeRange Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePendantLight.SetLightMaxDrawDistance
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePendantLight::SetLightMaxDrawDistance(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePendantLight", "SetLightMaxDrawDistance");
Params::NocePendantLight_SetLightMaxDrawDistance Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePendantLight.GetLightComp
// (Event, Protected, BlueprintEvent, Const)
// Parameters:
// class ULightComponent* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class ULightComponent* ANocePendantLight::GetLightComp() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePendantLight", "GetLightComp");
Params::NocePendantLight_GetLightComp Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function GameNoce.NocePendantLight.GetLightMaxDistanceFadeRange
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ANocePendantLight::GetLightMaxDistanceFadeRange() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePendantLight", "GetLightMaxDistanceFadeRange");
Params::NocePendantLight_GetLightMaxDistanceFadeRange Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePendantLight.GetLightMaxDrawDistance
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ANocePendantLight::GetLightMaxDrawDistance() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePendantLight", "GetLightMaxDrawDistance");
Params::NocePendantLight_GetLightMaxDrawDistance Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePendantLight.GetSpotLightZOffset
// (Event, Protected, BlueprintEvent, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ANocePendantLight::GetSpotLightZOffset() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePendantLight", "GetSpotLightZOffset");
Params::NocePendantLight_GetSpotLightZOffset Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function GameNoce.NocePickMessageWidget.ShowItem
// (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// const class FName& InItemID (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ENoceInventoryType InItemType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePickMessageWidget::ShowItem(const class FName& InItemID, ENoceInventoryType InItemType, bool* NoUse)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickMessageWidget", "ShowItem");
Params::NocePickMessageWidget_ShowItem Parms{};
Parms.InItemID = InItemID;
Parms.InItemType = InItemType;
UObject::ProcessEvent(Func, &Parms);
if (NoUse != nullptr)
*NoUse = Parms.NoUse;
}
// Function GameNoce.NocePickPreviewImageDialogWidget.OnPageAnimationCompleted
// (Final, Native, Protected)
void UNocePickPreviewImageDialogWidget::OnPageAnimationCompleted()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickPreviewImageDialogWidget", "OnPageAnimationCompleted");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePickPreviewImageDialogWidget.SelectNext
// (Final, Native, Protected)
void UNocePickPreviewImageDialogWidget::SelectNext()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickPreviewImageDialogWidget", "SelectNext");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePickPreviewImageDialogWidget.SelectPrevious
// (Final, Native, Protected)
void UNocePickPreviewImageDialogWidget::SelectPrevious()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickPreviewImageDialogWidget", "SelectPrevious");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePickPreviewWidget.ConsumableSlotChanged
// (Final, Native, Protected)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePickPreviewWidget::ConsumableSlotChanged()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickPreviewWidget", "ConsumableSlotChanged");
Params::NocePickPreviewWidget_ConsumableSlotChanged Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePickPreviewWidget.HasPendingItem
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePickPreviewWidget::HasPendingItem()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickPreviewWidget", "HasPendingItem");
Params::NocePickPreviewWidget_HasPendingItem Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePickPreviewWidget.HideItem
// (Final, Native, Public, BlueprintCallable)
void UNocePickPreviewWidget::HideItem()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickPreviewWidget", "HideItem");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePickPreviewWidget.OnInventoryPopWindowClose
// (Final, Native, Protected)
void UNocePickPreviewWidget::OnInventoryPopWindowClose()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickPreviewWidget", "OnInventoryPopWindowClose");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePickPreviewWidget.OnPageClosed
// (Final, Native, Protected)
void UNocePickPreviewWidget::OnPageClosed()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickPreviewWidget", "OnPageClosed");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePickPreviewWidget.SetUseForceHide
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InUseForceHide (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePickPreviewWidget::SetUseForceHide(bool InUseForceHide)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickPreviewWidget", "SetUseForceHide");
Params::NocePickPreviewWidget_SetUseForceHide Parms{};
Parms.InUseForceHide = InUseForceHide;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePickPreviewWidget.ShowItem
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const ENoceInventoryType& Type (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FName& ID (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePickPreviewWidget::ShowItem(const ENoceInventoryType& Type, const class FName& ID, bool* NoUse)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickPreviewWidget", "ShowItem");
Params::NocePickPreviewWidget_ShowItem Parms{};
Parms.Type = Type;
Parms.ID = ID;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (NoUse != nullptr)
*NoUse = Parms.NoUse;
}
// Function GameNoce.NocePickPreviewWidget.ShowSlotChanged
// (Final, Native, Protected, HasOutParams)
// Parameters:
// bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePickPreviewWidget::ShowSlotChanged(bool* NoUse)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickPreviewWidget", "ShowSlotChanged");
Params::NocePickPreviewWidget_ShowSlotChanged Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (NoUse != nullptr)
*NoUse = Parms.NoUse;
}
// Function GameNoce.NocePickupsSubsystem.CanGenerateConsumablePickups_BP
// (Event, Protected, BlueprintEvent)
// Parameters:
// int32 RequiredTargetCount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePickupsSubsystem::CanGenerateConsumablePickups_BP(int32 RequiredTargetCount)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickupsSubsystem", "CanGenerateConsumablePickups_BP");
Params::NocePickupsSubsystem_CanGenerateConsumablePickups_BP Parms{};
Parms.RequiredTargetCount = RequiredTargetCount;
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function GameNoce.NocePickupsSubsystem.EnableDynamicHelp
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool IsEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePickupsSubsystem::EnableDynamicHelp(bool IsEnable)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickupsSubsystem", "EnableDynamicHelp");
Params::NocePickupsSubsystem_EnableDynamicHelp Parms{};
Parms.IsEnable = IsEnable;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePickupsSubsystem.EnableEventHelp
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool IsEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePickupsSubsystem::EnableEventHelp(bool IsEnable)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickupsSubsystem", "EnableEventHelp");
Params::NocePickupsSubsystem_EnableEventHelp Parms{};
Parms.IsEnable = IsEnable;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePickupsSubsystem.GenerateEventConsumablePickups
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// const struct FVector& InLocation (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector2D& InRange (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePickupsSubsystem::GenerateEventConsumablePickups(const struct FVector& InLocation, const struct FVector2D& InRange)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickupsSubsystem", "GenerateEventConsumablePickups");
Params::NocePickupsSubsystem_GenerateEventConsumablePickups Parms{};
Parms.InLocation = std::move(InLocation);
Parms.InRange = std::move(InRange);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePickupsSubsystem.GenerateEventWeaponPickups
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// const struct FVector& InLocation (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector2D& InRange (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePickupsSubsystem::GenerateEventWeaponPickups(const struct FVector& InLocation, const struct FVector2D& InRange)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickupsSubsystem", "GenerateEventWeaponPickups");
Params::NocePickupsSubsystem_GenerateEventWeaponPickups Parms{};
Parms.InLocation = std::move(InLocation);
Parms.InRange = std::move(InRange);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePickupsSubsystem.GeneratePrepRoomPickups
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class ANocePickupsPoint* InAttachParent (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSubclassOf<class ANoceInteractableBase>InInteractable (Parm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePickupsSubsystem::GeneratePrepRoomPickups(class ANocePickupsPoint* InAttachParent, TSubclassOf<class ANoceInteractableBase> InInteractable)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickupsSubsystem", "GeneratePrepRoomPickups");
Params::NocePickupsSubsystem_GeneratePrepRoomPickups Parms{};
Parms.InAttachParent = InAttachParent;
Parms.InInteractable = InInteractable;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePickupsSubsystem.HandleOnPickupEventPickups
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class ANoceInteractableBase* InPickups (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePickupsSubsystem::HandleOnPickupEventPickups(class ANoceInteractableBase* InPickups)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickupsSubsystem", "HandleOnPickupEventPickups");
Params::NocePickupsSubsystem_HandleOnPickupEventPickups Parms{};
Parms.InPickups = InPickups;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePickupsSubsystem.IsSaveDataExist
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class ANocePickupsPoint* InPickupsPoint (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePickupsSubsystem::IsSaveDataExist(class ANocePickupsPoint* InPickupsPoint)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickupsSubsystem", "IsSaveDataExist");
Params::NocePickupsSubsystem_IsSaveDataExist Parms{};
Parms.InPickupsPoint = InPickupsPoint;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePickupsSubsystem.OnPickupsDestroyed
// (Final, Native, Protected)
// Parameters:
// class AActor* InActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePickupsSubsystem::OnPickupsDestroyed(class AActor* InActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickupsSubsystem", "OnPickupsDestroyed");
Params::NocePickupsSubsystem_OnPickupsDestroyed Parms{};
Parms.InActor = InActor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePickupsSubsystem.OnProgressChanged
// (Final, Native, Protected)
// Parameters:
// const struct FGameplayTag& InTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePickupsSubsystem::OnProgressChanged(const struct FGameplayTag& InTag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickupsSubsystem", "OnProgressChanged");
Params::NocePickupsSubsystem_OnProgressChanged Parms{};
Parms.InTag = std::move(InTag);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePickupsSubsystem.RegisterSaveData
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class ANocePickupsPoint* InPickupsPoint (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePickupsSubsystem::RegisterSaveData(class ANocePickupsPoint* InPickupsPoint)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickupsSubsystem", "RegisterSaveData");
Params::NocePickupsSubsystem_RegisterSaveData Parms{};
Parms.InPickupsPoint = InPickupsPoint;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePickupsSubsystem.RemoveAllEventPickups
// (Final, Native, Public, BlueprintCallable)
void UNocePickupsSubsystem::RemoveAllEventPickups()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickupsSubsystem", "RemoveAllEventPickups");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePickupsSubsystem.RemoveCurrentDynamicPickups
// (Final, Native, Public, BlueprintCallable)
void UNocePickupsSubsystem::RemoveCurrentDynamicPickups()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickupsSubsystem", "RemoveCurrentDynamicPickups");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePickupsSubsystem.SpawnEventConsumablePickupsPoint_BP
// (Event, Protected, BlueprintEvent)
// Parameters:
// int32 RequiredTargetCount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePickupsSubsystem::SpawnEventConsumablePickupsPoint_BP(int32 RequiredTargetCount)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickupsSubsystem", "SpawnEventConsumablePickupsPoint_BP");
Params::NocePickupsSubsystem_SpawnEventConsumablePickupsPoint_BP Parms{};
Parms.RequiredTargetCount = RequiredTargetCount;
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function GameNoce.NocePickupsSubsystem.SpawnEventWeaponPickupsPoint_BP
// (Event, Protected, BlueprintEvent)
// Parameters:
// int32 RequiredTargetCount (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePickupsSubsystem::SpawnEventWeaponPickupsPoint_BP(int32 RequiredTargetCount)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickupsSubsystem", "SpawnEventWeaponPickupsPoint_BP");
Params::NocePickupsSubsystem_SpawnEventWeaponPickupsPoint_BP Parms{};
Parms.RequiredTargetCount = RequiredTargetCount;
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function GameNoce.NocePickupsSubsystem.UpdateCurrentDynamicSubData
// (Final, Native, Public, BlueprintCallable)
void UNocePickupsSubsystem::UpdateCurrentDynamicSubData()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickupsSubsystem", "UpdateCurrentDynamicSubData");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePickupsSubsystem.CalculateConsumablePrepRoomValue
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNocePickupsSubsystem::CalculateConsumablePrepRoomValue() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickupsSubsystem", "CalculateConsumablePrepRoomValue");
Params::NocePickupsSubsystem_CalculateConsumablePrepRoomValue Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePickupsSubsystem.CalculateWeaponPrepRoomValue
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNocePickupsSubsystem::CalculateWeaponPrepRoomValue() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickupsSubsystem", "CalculateWeaponPrepRoomValue");
Params::NocePickupsSubsystem_CalculateWeaponPrepRoomValue Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePickupsSubsystem.GetConsumableDataRowByName
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FNocePickupsConsumableDataRow ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FNocePickupsConsumableDataRow UNocePickupsSubsystem::GetConsumableDataRowByName(class FName InName) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickupsSubsystem", "GetConsumableDataRowByName");
Params::NocePickupsSubsystem_GetConsumableDataRowByName Parms{};
Parms.InName = InName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePickupsSubsystem.GetConsumableDataRowNames
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<class FName> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class FName> UNocePickupsSubsystem::GetConsumableDataRowNames() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickupsSubsystem", "GetConsumableDataRowNames");
Params::NocePickupsSubsystem_GetConsumableDataRowNames Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePickupsSubsystem.GetConsumableGroupTypeByInteractable
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TSubclassOf<class ANoceInteractableBase>InInteractable (Parm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ENocePickupsConsumableGroupType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ENocePickupsConsumableGroupType UNocePickupsSubsystem::GetConsumableGroupTypeByInteractable(TSubclassOf<class ANoceInteractableBase> InInteractable) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickupsSubsystem", "GetConsumableGroupTypeByInteractable");
Params::NocePickupsSubsystem_GetConsumableGroupTypeByInteractable Parms{};
Parms.InInteractable = InInteractable;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePickupsSubsystem.GetDeployDataByName
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FNocePickupsDeployDataRow ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FNocePickupsDeployDataRow UNocePickupsSubsystem::GetDeployDataByName(class FName InName) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickupsSubsystem", "GetDeployDataByName");
Params::NocePickupsSubsystem_GetDeployDataByName Parms{};
Parms.InName = InName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePickupsSubsystem.GetDeployDataRowNames
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<class FName> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class FName> UNocePickupsSubsystem::GetDeployDataRowNames() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickupsSubsystem", "GetDeployDataRowNames");
Params::NocePickupsSubsystem_GetDeployDataRowNames Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePickupsSubsystem.GetDynamicDataByName
// (Final, Native, Protected, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FNoceDynamicPickupsDataRow ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FNoceDynamicPickupsDataRow UNocePickupsSubsystem::GetDynamicDataByName(class FName InName) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickupsSubsystem", "GetDynamicDataByName");
Params::NocePickupsSubsystem_GetDynamicDataByName Parms{};
Parms.InName = InName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePickupsSubsystem.GetDynamicDataRowNames
// (Final, Native, Protected, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<class FName> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class FName> UNocePickupsSubsystem::GetDynamicDataRowNames() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickupsSubsystem", "GetDynamicDataRowNames");
Params::NocePickupsSubsystem_GetDynamicDataRowNames Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePickupsSubsystem.GetIsDynamicHelpEnabled
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePickupsSubsystem::GetIsDynamicHelpEnabled() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickupsSubsystem", "GetIsDynamicHelpEnabled");
Params::NocePickupsSubsystem_GetIsDynamicHelpEnabled Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePickupsSubsystem.GetIsEventHelpEnable
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePickupsSubsystem::GetIsEventHelpEnable() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickupsSubsystem", "GetIsEventHelpEnable");
Params::NocePickupsSubsystem_GetIsEventHelpEnable Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePickupsSubsystem.GetWeaponDataRowByName
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FNocePickupsWeaponDataRow ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FNocePickupsWeaponDataRow UNocePickupsSubsystem::GetWeaponDataRowByName(class FName InName) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickupsSubsystem", "GetWeaponDataRowByName");
Params::NocePickupsSubsystem_GetWeaponDataRowByName Parms{};
Parms.InName = InName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePickupsSubsystem.GetWeaponDataRowNames
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<class FName> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class FName> UNocePickupsSubsystem::GetWeaponDataRowNames() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickupsSubsystem", "GetWeaponDataRowNames");
Params::NocePickupsSubsystem_GetWeaponDataRowNames Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePickupsSubsystem.GetWeaponGroupTypeByInteractable
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TSubclassOf<class ANoceInteractableBase>InInteractable (Parm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ENocePickupsWeaponGroupType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ENocePickupsWeaponGroupType UNocePickupsSubsystem::GetWeaponGroupTypeByInteractable(TSubclassOf<class ANoceInteractableBase> InInteractable) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickupsSubsystem", "GetWeaponGroupTypeByInteractable");
Params::NocePickupsSubsystem_GetWeaponGroupTypeByInteractable Parms{};
Parms.InInteractable = InInteractable;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePickupsSubsystem.IsInConsumableSearchDistance
// (Final, Native, Protected, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AActor* InActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePickupsSubsystem::IsInConsumableSearchDistance(class AActor* InActor) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickupsSubsystem", "IsInConsumableSearchDistance");
Params::NocePickupsSubsystem_IsInConsumableSearchDistance Parms{};
Parms.InActor = InActor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePickupsSubsystem.IsInWeaponSearchDistance
// (Final, Native, Protected, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AActor* InActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePickupsSubsystem::IsInWeaponSearchDistance(class AActor* InActor) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickupsSubsystem", "IsInWeaponSearchDistance");
Params::NocePickupsSubsystem_IsInWeaponSearchDistance Parms{};
Parms.InActor = InActor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePickupsSubsystem.IsTargetConsumableByClass
// (Final, Native, Protected, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TSubclassOf<class ANoceInteractableBase>InInteractable (Parm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePickupsSubsystem::IsTargetConsumableByClass(TSubclassOf<class ANoceInteractableBase> InInteractable) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickupsSubsystem", "IsTargetConsumableByClass");
Params::NocePickupsSubsystem_IsTargetConsumableByClass Parms{};
Parms.InInteractable = InInteractable;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePickupsSubsystem.IsTargetPickups
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class ANocePickupConsumable* InConsumable (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePickupsSubsystem::IsTargetPickups(class ANocePickupConsumable* InConsumable) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickupsSubsystem", "IsTargetPickups");
Params::NocePickupsSubsystem_IsTargetPickups Parms{};
Parms.InConsumable = InConsumable;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePickupsSubsystem.IsUnseenDynamicPickupsPoint
// (Final, Native, Protected, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class ANocePickupsPoint* InPickupsPoint (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePickupsSubsystem::IsUnseenDynamicPickupsPoint(class ANocePickupsPoint* InPickupsPoint) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePickupsSubsystem", "IsUnseenDynamicPickupsPoint");
Params::NocePickupsSubsystem_IsUnseenDynamicPickupsPoint Parms{};
Parms.InPickupsPoint = InPickupsPoint;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerAnimInstance.BP_GetSlopeBlendRatio
// (Event, Public, BlueprintEvent)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNocePlayerAnimInstance::BP_GetSlopeBlendRatio()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerAnimInstance", "BP_GetSlopeBlendRatio");
Params::NocePlayerAnimInstance_BP_GetSlopeBlendRatio Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerAnimInstance.CanApplyArmCorrect
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerAnimInstance::CanApplyArmCorrect()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerAnimInstance", "CanApplyArmCorrect");
Params::NocePlayerAnimInstance_CanApplyArmCorrect Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerAnimInstance.ClearDelayResetGlawG_ABP_RatioTimer
// (Final, Native, Public, BlueprintCallable)
void UNocePlayerAnimInstance::ClearDelayResetGlawG_ABP_RatioTimer()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerAnimInstance", "ClearDelayResetGlawG_ABP_RatioTimer");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerAnimInstance.DelayResetGlawG_ABP_Ratio
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float InDelayTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerAnimInstance::DelayResetGlawG_ABP_Ratio(float InDelayTime)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerAnimInstance", "DelayResetGlawG_ABP_Ratio");
Params::NocePlayerAnimInstance_DelayResetGlawG_ABP_Ratio Parms{};
Parms.InDelayTime = InDelayTime;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerAnimInstance.GetCanEnterAttack
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerAnimInstance::GetCanEnterAttack()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerAnimInstance", "GetCanEnterAttack");
Params::NocePlayerAnimInstance_GetCanEnterAttack Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerAnimInstance.GetCanEnterDodge
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerAnimInstance::GetCanEnterDodge()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerAnimInstance", "GetCanEnterDodge");
Params::NocePlayerAnimInstance_GetCanEnterDodge Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerAnimInstance.GetFootIKInterpSpeedCurrent
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNocePlayerAnimInstance::GetFootIKInterpSpeedCurrent()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerAnimInstance", "GetFootIKInterpSpeedCurrent");
Params::NocePlayerAnimInstance_GetFootIKInterpSpeedCurrent Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerAnimInstance.GetHitReactionActive
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerAnimInstance::GetHitReactionActive()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerAnimInstance", "GetHitReactionActive");
Params::NocePlayerAnimInstance_GetHitReactionActive Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerAnimInstance.GetHitReactionAlpha
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNocePlayerAnimInstance::GetHitReactionAlpha()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerAnimInstance", "GetHitReactionAlpha");
Params::NocePlayerAnimInstance_GetHitReactionAlpha Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerAnimInstance.GetHitReactionTransform
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FTransform ReturnValue (Parm, OutParm, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
struct FTransform UNocePlayerAnimInstance::GetHitReactionTransform()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerAnimInstance", "GetHitReactionTransform");
Params::NocePlayerAnimInstance_GetHitReactionTransform Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerAnimInstance.GetInSeamless
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerAnimInstance::GetInSeamless()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerAnimInstance", "GetInSeamless");
Params::NocePlayerAnimInstance_GetInSeamless Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerAnimInstance.GetInteractType
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// ENoceInteractType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ENoceInteractType UNocePlayerAnimInstance::GetInteractType()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerAnimInstance", "GetInteractType");
Params::NocePlayerAnimInstance_GetInteractType Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerAnimInstance.GetIsInAir
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerAnimInstance::GetIsInAir()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerAnimInstance", "GetIsInAir");
Params::NocePlayerAnimInstance_GetIsInAir Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerAnimInstance.GetIsOnSlopeSkirtControl
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerAnimInstance::GetIsOnSlopeSkirtControl()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerAnimInstance", "GetIsOnSlopeSkirtControl");
Params::NocePlayerAnimInstance_GetIsOnSlopeSkirtControl Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerAnimInstance.GetPlayerFSMTag
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FGameplayTag ReturnValue (Parm, OutParm, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
struct FGameplayTag UNocePlayerAnimInstance::GetPlayerFSMTag()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerAnimInstance", "GetPlayerFSMTag");
Params::NocePlayerAnimInstance_GetPlayerFSMTag Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerAnimInstance.GetPlayerHideFromRecoverIndicator
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerAnimInstance::GetPlayerHideFromRecoverIndicator()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerAnimInstance", "GetPlayerHideFromRecoverIndicator");
Params::NocePlayerAnimInstance_GetPlayerHideFromRecoverIndicator Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerAnimInstance.HandleHitPoint
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// const struct FVector& InHitPoint (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FVector& AttackDirection (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerAnimInstance::HandleHitPoint(const struct FVector& InHitPoint, const struct FVector& AttackDirection)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerAnimInstance", "HandleHitPoint");
Params::NocePlayerAnimInstance_HandleHitPoint Parms{};
Parms.InHitPoint = std::move(InHitPoint);
Parms.AttackDirection = std::move(AttackDirection);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerAnimInstance.IsNarrowMoveInteractType
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerAnimInstance::IsNarrowMoveInteractType()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerAnimInstance", "IsNarrowMoveInteractType");
Params::NocePlayerAnimInstance_IsNarrowMoveInteractType Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerAnimInstance.IsNarrowMoveNormal
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerAnimInstance::IsNarrowMoveNormal()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerAnimInstance", "IsNarrowMoveNormal");
Params::NocePlayerAnimInstance_IsNarrowMoveNormal Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerAnimInstance.IsNarrowMoveShort
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerAnimInstance::IsNarrowMoveShort()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerAnimInstance", "IsNarrowMoveShort");
Params::NocePlayerAnimInstance_IsNarrowMoveShort Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerAnimInstance.IsSlopeAdjustmentEnable
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerAnimInstance::IsSlopeAdjustmentEnable()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerAnimInstance", "IsSlopeAdjustmentEnable");
Params::NocePlayerAnimInstance_IsSlopeAdjustmentEnable Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerAnimInstance.IsUFOWeaponFocusAttack
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerAnimInstance::IsUFOWeaponFocusAttack()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerAnimInstance", "IsUFOWeaponFocusAttack");
Params::NocePlayerAnimInstance_IsUFOWeaponFocusAttack Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerAnimInstance.IsUsingKatana
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerAnimInstance::IsUsingKatana()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerAnimInstance", "IsUsingKatana");
Params::NocePlayerAnimInstance_IsUsingKatana Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerAnimInstance.OnDelayResetGlawG_ABP_Ratio
// (Final, Native, Public)
void UNocePlayerAnimInstance::OnDelayResetGlawG_ABP_Ratio()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerAnimInstance", "OnDelayResetGlawG_ABP_Ratio");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerAnimInstance.QueueDodgeState
// (Final, Native, Public, BlueprintCallable)
void UNocePlayerAnimInstance::QueueDodgeState()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerAnimInstance", "QueueDodgeState");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerAnimInstance.QueueStaminaState
// (Final, Native, Public, BlueprintCallable)
void UNocePlayerAnimInstance::QueueStaminaState()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerAnimInstance", "QueueStaminaState");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerAnimInstance.ReplaceSetFurClawGRigidBodyAlpha
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerAnimInstance::ReplaceSetFurClawGRigidBodyAlpha(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerAnimInstance", "ReplaceSetFurClawGRigidBodyAlpha");
Params::NocePlayerAnimInstance_ReplaceSetFurClawGRigidBodyAlpha Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerAnimInstance.ReplaceSetFurClawRigidBodyAlpha
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerAnimInstance::ReplaceSetFurClawRigidBodyAlpha(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerAnimInstance", "ReplaceSetFurClawRigidBodyAlpha");
Params::NocePlayerAnimInstance_ReplaceSetFurClawRigidBodyAlpha Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerAnimInstance.SetClawG_ABP_Ratio
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerAnimInstance::SetClawG_ABP_Ratio(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerAnimInstance", "SetClawG_ABP_Ratio");
Params::NocePlayerAnimInstance_SetClawG_ABP_Ratio Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerAnimInstance.SetClawG_Switch
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerAnimInstance::SetClawG_Switch(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerAnimInstance", "SetClawG_Switch");
Params::NocePlayerAnimInstance_SetClawG_Switch Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerAnimInstance.SetDeathType
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENoceDeathType InDeathType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerAnimInstance::SetDeathType(ENoceDeathType InDeathType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerAnimInstance", "SetDeathType");
Params::NocePlayerAnimInstance_SetDeathType Parms{};
Parms.InDeathType = InDeathType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerAnimInstance.SetFurClawGRigidBodyAlpha
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerAnimInstance::SetFurClawGRigidBodyAlpha(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerAnimInstance", "SetFurClawGRigidBodyAlpha");
Params::NocePlayerAnimInstance_SetFurClawGRigidBodyAlpha Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerAnimInstance.SetFurClawRigidBodyAlpha
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerAnimInstance::SetFurClawRigidBodyAlpha(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerAnimInstance", "SetFurClawRigidBodyAlpha");
Params::NocePlayerAnimInstance_SetFurClawRigidBodyAlpha Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerAnimInstance.SetHairRigidBodyAlpha
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerAnimInstance::SetHairRigidBodyAlpha(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerAnimInstance", "SetHairRigidBodyAlpha");
Params::NocePlayerAnimInstance_SetHairRigidBodyAlpha Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerAnimInstance.SetJogStartEndBlendTimer
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerAnimInstance::SetJogStartEndBlendTimer(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerAnimInstance", "SetJogStartEndBlendTimer");
Params::NocePlayerAnimInstance_SetJogStartEndBlendTimer Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerAnimInstance.SetPlayerHideFromRecoverIndicator
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerAnimInstance::SetPlayerHideFromRecoverIndicator(bool InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerAnimInstance", "SetPlayerHideFromRecoverIndicator");
Params::NocePlayerAnimInstance_SetPlayerHideFromRecoverIndicator Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerAnimInstance.SetSeamlessStayInSprint
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerAnimInstance::SetSeamlessStayInSprint(bool InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerAnimInstance", "SetSeamlessStayInSprint");
Params::NocePlayerAnimInstance_SetSeamlessStayInSprint Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerAnimInstance.SetWeaponMotionType
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENoceWeaponMotionType InWeaponMotionType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerAnimInstance::SetWeaponMotionType(ENoceWeaponMotionType InWeaponMotionType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerAnimInstance", "SetWeaponMotionType");
Params::NocePlayerAnimInstance_SetWeaponMotionType Parms{};
Parms.InWeaponMotionType = InWeaponMotionType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerAnimInstance.SetWeaponName
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName InWeaponName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerAnimInstance::SetWeaponName(class FName InWeaponName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerAnimInstance", "SetWeaponName");
Params::NocePlayerAnimInstance_SetWeaponName Parms{};
Parms.InWeaponName = InWeaponName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerAnimInstance.UpdateHitReaction
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float DeltaTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerAnimInstance::UpdateHitReaction(float DeltaTime)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerAnimInstance", "UpdateHitReaction");
Params::NocePlayerAnimInstance_UpdateHitReaction Parms{};
Parms.DeltaTime = DeltaTime;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerAnimInstance.UpdateStateTag
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float DeltaSeconds (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerAnimInstance::UpdateStateTag(float DeltaSeconds)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerAnimInstance", "UpdateStateTag");
Params::NocePlayerAnimInstance_UpdateStateTag Parms{};
Parms.DeltaSeconds = DeltaSeconds;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerAnimInstance.GetClawG_ABP_Ratio
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNocePlayerAnimInstance::GetClawG_ABP_Ratio() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerAnimInstance", "GetClawG_ABP_Ratio");
Params::NocePlayerAnimInstance_GetClawG_ABP_Ratio Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerAnimInstance.GetClawG_Switch
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNocePlayerAnimInstance::GetClawG_Switch() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerAnimInstance", "GetClawG_Switch");
Params::NocePlayerAnimInstance_GetClawG_Switch Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerAnimInstance.GetFurClawGRigidBodyAlpha
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNocePlayerAnimInstance::GetFurClawGRigidBodyAlpha() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerAnimInstance", "GetFurClawGRigidBodyAlpha");
Params::NocePlayerAnimInstance_GetFurClawGRigidBodyAlpha Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerAnimInstance.GetFurClawRigidBodyAlpha
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNocePlayerAnimInstance::GetFurClawRigidBodyAlpha() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerAnimInstance", "GetFurClawRigidBodyAlpha");
Params::NocePlayerAnimInstance_GetFurClawRigidBodyAlpha Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerAnimInstance.GetHairRigidBodyAlpha
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNocePlayerAnimInstance::GetHairRigidBodyAlpha() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerAnimInstance", "GetHairRigidBodyAlpha");
Params::NocePlayerAnimInstance_GetHairRigidBodyAlpha Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerAnimInstance.GetPlayerCharacter
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class ANocePlayerCharacter* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class ANocePlayerCharacter* UNocePlayerAnimInstance::GetPlayerCharacter() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerAnimInstance", "GetPlayerCharacter");
Params::NocePlayerAnimInstance_GetPlayerCharacter Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerAnimInstance.GetSeamlessStayInSprint
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerAnimInstance::GetSeamlessStayInSprint() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerAnimInstance", "GetSeamlessStayInSprint");
Params::NocePlayerAnimInstance_GetSeamlessStayInSprint Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerAnimInstance.GetSeamlessToIdle
// (Native, Event, Public, BlueprintEvent, Const)
// Parameters:
// const bool ReturnValue (ConstParm, Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
const bool UNocePlayerAnimInstance::GetSeamlessToIdle() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerAnimInstance", "GetSeamlessToIdle");
Params::NocePlayerAnimInstance_GetSeamlessToIdle Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerAnimInstance.GetWeaponMotionType
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// ENoceWeaponMotionType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ENoceWeaponMotionType UNocePlayerAnimInstance::GetWeaponMotionType() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerAnimInstance", "GetWeaponMotionType");
Params::NocePlayerAnimInstance_GetWeaponMotionType Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerAnimInstance.IsDuringChagneWeaponMotion
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerAnimInstance::IsDuringChagneWeaponMotion() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerAnimInstance", "IsDuringChagneWeaponMotion");
Params::NocePlayerAnimInstance_IsDuringChagneWeaponMotion Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerAnimInstance.ReplaceGetFurClawGRigidBodyAlpha
// (Native, Event, Public, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNocePlayerAnimInstance::ReplaceGetFurClawGRigidBodyAlpha() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerAnimInstance", "ReplaceGetFurClawGRigidBodyAlpha");
Params::NocePlayerAnimInstance_ReplaceGetFurClawGRigidBodyAlpha Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerAnimInstance.ReplaceGetFurClawRigidBodyAlpha
// (Native, Event, Public, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNocePlayerAnimInstance::ReplaceGetFurClawRigidBodyAlpha() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerAnimInstance", "ReplaceGetFurClawRigidBodyAlpha");
Params::NocePlayerAnimInstance_ReplaceGetFurClawRigidBodyAlpha Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerAttackInfoComponent.HandleOnPossessed
// (Final, Native, Protected)
// Parameters:
// bool InPossessed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerAttackInfoComponent::HandleOnPossessed(bool InPossessed)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerAttackInfoComponent", "HandleOnPossessed");
Params::NocePlayerAttackInfoComponent_HandleOnPossessed Parms{};
Parms.InPossessed = InPossessed;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerCharacter.ApplyDeathType
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENoceDeathType InDeathType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerCharacter::ApplyDeathType(ENoceDeathType InDeathType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "ApplyDeathType");
Params::NocePlayerCharacter_ApplyDeathType Parms{};
Parms.InDeathType = InDeathType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerCharacter.ApplyPlayerOutfit
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENocePlayerOutfit InPlayerOutfit (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerCharacter::ApplyPlayerOutfit(ENocePlayerOutfit InPlayerOutfit)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "ApplyPlayerOutfit");
Params::NocePlayerCharacter_ApplyPlayerOutfit Parms{};
Parms.InPlayerOutfit = InPlayerOutfit;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerCharacter.CanAccepInputActionAttack
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool InFromRealInput (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::CanAccepInputActionAttack(bool InFromRealInput)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "CanAccepInputActionAttack");
Params::NocePlayerCharacter_CanAccepInputActionAttack Parms{};
Parms.InFromRealInput = InFromRealInput;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.CanAcceptInputActionBasic
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::CanAcceptInputActionBasic()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "CanAcceptInputActionBasic");
Params::NocePlayerCharacter_CanAcceptInputActionBasic Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.CanAcceptInputActionDodge
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::CanAcceptInputActionDodge()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "CanAcceptInputActionDodge");
Params::NocePlayerCharacter_CanAcceptInputActionDodge Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.CanAcceptInputActionInteract
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::CanAcceptInputActionInteract()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "CanAcceptInputActionInteract");
Params::NocePlayerCharacter_CanAcceptInputActionInteract Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.CanAcceptInputByStaminaStatus
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// ENoceInputAction InInputAction (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::CanAcceptInputByStaminaStatus(ENoceInputAction InInputAction)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "CanAcceptInputByStaminaStatus");
Params::NocePlayerCharacter_CanAcceptInputByStaminaStatus Parms{};
Parms.InInputAction = InInputAction;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.CanAcceptInputClawTransform
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::CanAcceptInputClawTransform()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "CanAcceptInputClawTransform");
Params::NocePlayerCharacter_CanAcceptInputClawTransform Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.CanAcceptInputFocus
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::CanAcceptInputFocus()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "CanAcceptInputFocus");
Params::NocePlayerCharacter_CanAcceptInputFocus Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.CanAcceptLinkMotionAttack
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::CanAcceptLinkMotionAttack()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "CanAcceptLinkMotionAttack");
Params::NocePlayerCharacter_CanAcceptLinkMotionAttack Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.CanAutoCounter
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::CanAutoCounter()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "CanAutoCounter");
Params::NocePlayerCharacter_CanAutoCounter Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.CanShowInteractHint
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::CanShowInteractHint()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "CanShowInteractHint");
Params::NocePlayerCharacter_CanShowInteractHint Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.CanUseJustDodgeCounter
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::CanUseJustDodgeCounter()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "CanUseJustDodgeCounter");
Params::NocePlayerCharacter_CanUseJustDodgeCounter Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.CheckPlayerType
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// ENocePlayerType PlayerType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::CheckPlayerType(ENocePlayerType PlayerType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "CheckPlayerType");
Params::NocePlayerCharacter_CheckPlayerType Parms{};
Parms.PlayerType = PlayerType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.ClearCachedSprintInput
// (Final, Native, Public, BlueprintCallable)
void ANocePlayerCharacter::ClearCachedSprintInput()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "ClearCachedSprintInput");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerCharacter.ClearHandleForceClawTransformTimer
// (Final, Native, Public, BlueprintCallable)
void ANocePlayerCharacter::ClearHandleForceClawTransformTimer()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "ClearHandleForceClawTransformTimer");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerCharacter.ClearShiromukuRevive
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName InToken (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerCharacter::ClearShiromukuRevive(class FName InToken, int32 InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "ClearShiromukuRevive");
Params::NocePlayerCharacter_ClearShiromukuRevive Parms{};
Parms.InToken = InToken;
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerCharacter.DuringUpperBodyMotion
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::DuringUpperBodyMotion()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "DuringUpperBodyMotion");
Params::NocePlayerCharacter_DuringUpperBodyMotion Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.DuringUseShortcutItemMotion
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::DuringUseShortcutItemMotion()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "DuringUseShortcutItemMotion");
Params::NocePlayerCharacter_DuringUseShortcutItemMotion Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.EnableMaterialSlotsClaw_BP
// (Event, Public, BlueprintEvent)
// Parameters:
// bool InEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerCharacter::EnableMaterialSlotsClaw_BP(bool InEnable)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "EnableMaterialSlotsClaw_BP");
Params::NocePlayerCharacter_EnableMaterialSlotsClaw_BP Parms{};
Parms.InEnable = InEnable;
UObject::ProcessEvent(Func, &Parms);
}
// Function GameNoce.NocePlayerCharacter.EnableMaterialSlotsClawG_BP
// (Event, Public, BlueprintEvent)
// Parameters:
// bool InEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerCharacter::EnableMaterialSlotsClawG_BP(bool InEnable)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "EnableMaterialSlotsClawG_BP");
Params::NocePlayerCharacter_EnableMaterialSlotsClawG_BP Parms{};
Parms.InEnable = InEnable;
UObject::ProcessEvent(Func, &Parms);
}
// Function GameNoce.NocePlayerCharacter.FindCounterTarget_BP
// (Event, Public, BlueprintEvent)
// Parameters:
// bool InCounterHint (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool InFromRealInput (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class AActor* ANocePlayerCharacter::FindCounterTarget_BP(bool InCounterHint, bool InFromRealInput)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "FindCounterTarget_BP");
Params::NocePlayerCharacter_FindCounterTarget_BP Parms{};
Parms.InCounterHint = InCounterHint;
Parms.InFromRealInput = InFromRealInput;
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.ForceClawGToClaw
// (Final, Native, Public, BlueprintCallable)
void ANocePlayerCharacter::ForceClawGToClaw()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "ForceClawGToClaw");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerCharacter.ForceClawToClawG
// (Final, Native, Public, BlueprintCallable)
void ANocePlayerCharacter::ForceClawToClawG()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "ForceClawToClawG");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerCharacter.GetCacheInteractionType
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// ENoceInteractType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ENoceInteractType ANocePlayerCharacter::GetCacheInteractionType()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "GetCacheInteractionType");
Params::NocePlayerCharacter_GetCacheInteractionType Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.GetClawTransform
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ANocePlayerCharacter::GetClawTransform()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "GetClawTransform");
Params::NocePlayerCharacter_GetClawTransform Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.GetComboCanBeAxeDefensed
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor* InTarget (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName InComboName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::GetComboCanBeAxeDefensed(class AActor* InTarget, class FName InComboName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "GetComboCanBeAxeDefensed");
Params::NocePlayerCharacter_GetComboCanBeAxeDefensed Parms{};
Parms.InTarget = InTarget;
Parms.InComboName = InComboName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.GetComboCanBeKatanaDefensed
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor* InTarget (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName InComboName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::GetComboCanBeKatanaDefensed(class AActor* InTarget, class FName InComboName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "GetComboCanBeKatanaDefensed");
Params::NocePlayerCharacter_GetComboCanBeKatanaDefensed Parms{};
Parms.InTarget = InTarget;
Parms.InComboName = InComboName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.GetComboCheckInfo
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class AActor* InTarget (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName InComboName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool* OutCheckJustDodge (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool* OutCheckInvincible (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool* OutCheckOmamoriKagami (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerCharacter::GetComboCheckInfo(class AActor* InTarget, class FName InComboName, bool* OutCheckJustDodge, bool* OutCheckInvincible, bool* OutCheckOmamoriKagami)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "GetComboCheckInfo");
Params::NocePlayerCharacter_GetComboCheckInfo Parms{};
Parms.InTarget = InTarget;
Parms.InComboName = InComboName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutCheckJustDodge != nullptr)
*OutCheckJustDodge = Parms.OutCheckJustDodge;
if (OutCheckInvincible != nullptr)
*OutCheckInvincible = Parms.OutCheckInvincible;
if (OutCheckOmamoriKagami != nullptr)
*OutCheckOmamoriKagami = Parms.OutCheckOmamoriKagami;
}
// Function GameNoce.NocePlayerCharacter.GetCurrentMaxSanityRatio
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ANocePlayerCharacter::GetCurrentMaxSanityRatio()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "GetCurrentMaxSanityRatio");
Params::NocePlayerCharacter_GetCurrentMaxSanityRatio Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.GetEnemyInSightDistance
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ANocePlayerCharacter::GetEnemyInSightDistance()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "GetEnemyInSightDistance");
Params::NocePlayerCharacter_GetEnemyInSightDistance Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.GetEnemyInSightNumber
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 ANocePlayerCharacter::GetEnemyInSightNumber()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "GetEnemyInSightNumber");
Params::NocePlayerCharacter_GetEnemyInSightNumber Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.GetHaveCachedSprintInput
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::GetHaveCachedSprintInput()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "GetHaveCachedSprintInput");
Params::NocePlayerCharacter_GetHaveCachedSprintInput Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.GetHaveKatanaScabbard
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::GetHaveKatanaScabbard()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "GetHaveKatanaScabbard");
Params::NocePlayerCharacter_GetHaveKatanaScabbard Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.GetHitAngleCanBeDefensed
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float InHitAngle (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InHalfAngle (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::GetHitAngleCanBeDefensed(float InHitAngle, float InHalfAngle)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "GetHitAngleCanBeDefensed");
Params::NocePlayerCharacter_GetHitAngleCanBeDefensed Parms{};
Parms.InHitAngle = InHitAngle;
Parms.InHalfAngle = InHalfAngle;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.GetIsInEvent
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::GetIsInEvent()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "GetIsInEvent");
Params::NocePlayerCharacter_GetIsInEvent Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.GetIsInExamineMode
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::GetIsInExamineMode()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "GetIsInExamineMode");
Params::NocePlayerCharacter_GetIsInExamineMode Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.GetIsOnSlopeSkirtControl
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::GetIsOnSlopeSkirtControl()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "GetIsOnSlopeSkirtControl");
Params::NocePlayerCharacter_GetIsOnSlopeSkirtControl Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.GetIsUnpossessed
// (Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::GetIsUnpossessed()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "GetIsUnpossessed");
Params::NocePlayerCharacter_GetIsUnpossessed Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.GetIsUsingGimmick
// (Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::GetIsUsingGimmick()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "GetIsUsingGimmick");
Params::NocePlayerCharacter_GetIsUsingGimmick Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.GetLowHealthRatio
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ANocePlayerCharacter::GetLowHealthRatio()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "GetLowHealthRatio");
Params::NocePlayerCharacter_GetLowHealthRatio Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.GetMaxClawTransform
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ANocePlayerCharacter::GetMaxClawTransform()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "GetMaxClawTransform");
Params::NocePlayerCharacter_GetMaxClawTransform Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.GetNeedCheckSuperArmor
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor* InTarget (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName InComboName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::GetNeedCheckSuperArmor(class AActor* InTarget, class FName InComboName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "GetNeedCheckSuperArmor");
Params::NocePlayerCharacter_GetNeedCheckSuperArmor Parms{};
Parms.InTarget = InTarget;
Parms.InComboName = InComboName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.GetShiromukuReviveFrequency
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ANocePlayerCharacter::GetShiromukuReviveFrequency()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "GetShiromukuReviveFrequency");
Params::NocePlayerCharacter_GetShiromukuReviveFrequency Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.GetShiromukuReviveIntenisy
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ANocePlayerCharacter::GetShiromukuReviveIntenisy()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "GetShiromukuReviveIntenisy");
Params::NocePlayerCharacter_GetShiromukuReviveIntenisy Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.GetWeaponBreakAttackRatio
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ANocePlayerCharacter::GetWeaponBreakAttackRatio()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "GetWeaponBreakAttackRatio");
Params::NocePlayerCharacter_GetWeaponBreakAttackRatio Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.HandleClawTransform
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InTransformToClawG (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerCharacter::HandleClawTransform(bool InTransformToClawG)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "HandleClawTransform");
Params::NocePlayerCharacter_HandleClawTransform Parms{};
Parms.InTransformToClawG = InTransformToClawG;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerCharacter.HandleClawTransform_BP
// (Event, Protected, BlueprintEvent)
// Parameters:
// bool InTransformToClawG (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerCharacter::HandleClawTransform_BP(bool InTransformToClawG)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "HandleClawTransform_BP");
Params::NocePlayerCharacter_HandleClawTransform_BP Parms{};
Parms.InTransformToClawG = InTransformToClawG;
UObject::ProcessEvent(Func, &Parms);
}
// Function GameNoce.NocePlayerCharacter.HandleEnemyInSightNumberChanged
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 InNumber (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerCharacter::HandleEnemyInSightNumberChanged(int32 InNumber)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "HandleEnemyInSightNumberChanged");
Params::NocePlayerCharacter_HandleEnemyInSightNumberChanged Parms{};
Parms.InNumber = InNumber;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerCharacter.HandleForceClawTransform
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InToClawG (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerCharacter::HandleForceClawTransform(bool InToClawG)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "HandleForceClawTransform");
Params::NocePlayerCharacter_HandleForceClawTransform Parms{};
Parms.InToClawG = InToClawG;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerCharacter.HandleJustDodge
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FNoceAttackHitResult& InHitResult (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)
void ANocePlayerCharacter::HandleJustDodge(const struct FNoceAttackHitResult& InHitResult)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "HandleJustDodge");
Params::NocePlayerCharacter_HandleJustDodge Parms{};
Parms.InHitResult = std::move(InHitResult);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerCharacter.HandleJustDodge_BP
// (Event, Public, HasOutParams, BlueprintEvent)
// Parameters:
// const struct FNoceAttackHitResult& InHitResult (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)
void ANocePlayerCharacter::HandleJustDodge_BP(const struct FNoceAttackHitResult& InHitResult)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "HandleJustDodge_BP");
Params::NocePlayerCharacter_HandleJustDodge_BP Parms{};
Parms.InHitResult = std::move(InHitResult);
UObject::ProcessEvent(Func, &Parms);
}
// Function GameNoce.NocePlayerCharacter.HandleOnEnemyDamaged
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor* InHitActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InDamage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool InIsDead (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerCharacter::HandleOnEnemyDamaged(class AActor* InHitActor, float InDamage, bool InIsDead)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "HandleOnEnemyDamaged");
Params::NocePlayerCharacter_HandleOnEnemyDamaged Parms{};
Parms.InHitActor = InHitActor;
Parms.InDamage = InDamage;
Parms.InIsDead = InIsDead;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerCharacter.HandleOnHeightFogUpdate
// (Final, Native, Public)
void ANocePlayerCharacter::HandleOnHeightFogUpdate()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "HandleOnHeightFogUpdate");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerCharacter.HandleRestartGame
// (Final, Native, Public, BlueprintCallable)
void ANocePlayerCharacter::HandleRestartGame()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "HandleRestartGame");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerCharacter.HandleWaitForLevelReady
// (Native, Public, BlueprintCallable)
void ANocePlayerCharacter::HandleWaitForLevelReady()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "HandleWaitForLevelReady");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerCharacter.HandleWaitForLevelReady_BP
// (Event, Public, BlueprintEvent)
void ANocePlayerCharacter::HandleWaitForLevelReady_BP()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "HandleWaitForLevelReady_BP");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameNoce.NocePlayerCharacter.HasClawAlterType
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENoceClawAlterType InClawAlterType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::HasClawAlterType(ENoceClawAlterType InClawAlterType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "HasClawAlterType");
Params::NocePlayerCharacter_HasClawAlterType Parms{};
Parms.InClawAlterType = InClawAlterType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.HasPlayerBegunPlayer
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::HasPlayerBegunPlayer()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "HasPlayerBegunPlayer");
Params::NocePlayerCharacter_HasPlayerBegunPlayer Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.HasPlayerController
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::HasPlayerController()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "HasPlayerController");
Params::NocePlayerCharacter_HasPlayerController Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.HaveCounterTarget
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InCounterHint (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::HaveCounterTarget(bool InCounterHint)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "HaveCounterTarget");
Params::NocePlayerCharacter_HaveCounterTarget Parms{};
Parms.InCounterHint = InCounterHint;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.HaveCounterTargetBasic
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InFromRealInput (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::HaveCounterTargetBasic(bool InFromRealInput)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "HaveCounterTargetBasic");
Params::NocePlayerCharacter_HaveCounterTargetBasic Parms{};
Parms.InFromRealInput = InFromRealInput;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.InAttackStateMachine
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::InAttackStateMachine()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "InAttackStateMachine");
Params::NocePlayerCharacter_InAttackStateMachine Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.InCounterState
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::InCounterState()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "InCounterState");
Params::NocePlayerCharacter_InCounterState Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.InDamageState
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::InDamageState()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "InDamageState");
Params::NocePlayerCharacter_InDamageState Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.InDeadState
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::InDeadState()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "InDeadState");
Params::NocePlayerCharacter_InDeadState Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.InFocusAttack
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::InFocusAttack()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "InFocusAttack");
Params::NocePlayerCharacter_InFocusAttack Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.InFocusCharged
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::InFocusCharged()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "InFocusCharged");
Params::NocePlayerCharacter_InFocusCharged Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.InHeavyAttack
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::InHeavyAttack()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "InHeavyAttack");
Params::NocePlayerCharacter_InHeavyAttack Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.InitHinaSkirtOverridePhATForPreview
// (Final, Native, Protected, BlueprintCallable)
void ANocePlayerCharacter::InitHinaSkirtOverridePhATForPreview()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "InitHinaSkirtOverridePhATForPreview");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerCharacter.InJustDodge
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::InJustDodge()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "InJustDodge");
Params::NocePlayerCharacter_InJustDodge Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.InRealBattleStatus
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::InRealBattleStatus()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "InRealBattleStatus");
Params::NocePlayerCharacter_InRealBattleStatus Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.InRespawnState
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::InRespawnState()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "InRespawnState");
Params::NocePlayerCharacter_InRespawnState Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.InStaminaTired
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::InStaminaTired()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "InStaminaTired");
Params::NocePlayerCharacter_InStaminaTired Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.IsBossFightMode
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::IsBossFightMode()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "IsBossFightMode");
Params::NocePlayerCharacter_IsBossFightMode Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.IsChangeWeapon
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::IsChangeWeapon()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "IsChangeWeapon");
Params::NocePlayerCharacter_IsChangeWeapon Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.IsChaseMode
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::IsChaseMode()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "IsChaseMode");
Params::NocePlayerCharacter_IsChaseMode Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.IsClaw
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::IsClaw()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "IsClaw");
Params::NocePlayerCharacter_IsClaw Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.IsClawAttrackSoulState
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::IsClawAttrackSoulState()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "IsClawAttrackSoulState");
Params::NocePlayerCharacter_IsClawAttrackSoulState Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.IsClawG
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::IsClawG()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "IsClawG");
Params::NocePlayerCharacter_IsClawG Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.IsClawGTransformToClaw
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::IsClawGTransformToClaw()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "IsClawGTransformToClaw");
Params::NocePlayerCharacter_IsClawGTransformToClaw Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.IsClawTransformFull
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::IsClawTransformFull()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "IsClawTransformFull");
Params::NocePlayerCharacter_IsClawTransformFull Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.IsClawTransformState
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::IsClawTransformState()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "IsClawTransformState");
Params::NocePlayerCharacter_IsClawTransformState Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.IsCorruptionLink
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::IsCorruptionLink()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "IsCorruptionLink");
Params::NocePlayerCharacter_IsCorruptionLink Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.IsCorruptionLinkExecution
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::IsCorruptionLinkExecution()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "IsCorruptionLinkExecution");
Params::NocePlayerCharacter_IsCorruptionLinkExecution Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.IsCustomUpperBody
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::IsCustomUpperBody()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "IsCustomUpperBody");
Params::NocePlayerCharacter_IsCustomUpperBody Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.IsDamageLimitHealth
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::IsDamageLimitHealth()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "IsDamageLimitHealth");
Params::NocePlayerCharacter_IsDamageLimitHealth Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.IsDamageTriggerJustDodge
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FNoceAttackHitResult& InHitResult (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::IsDamageTriggerJustDodge(const struct FNoceAttackHitResult& InHitResult)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "IsDamageTriggerJustDodge");
Params::NocePlayerCharacter_IsDamageTriggerJustDodge Parms{};
Parms.InHitResult = std::move(InHitResult);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.IsDamageTriggerJustDodge_BP
// (Event, Public, HasOutParams, BlueprintEvent)
// Parameters:
// const struct FNoceAttackHitResult& InHitResult (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::IsDamageTriggerJustDodge_BP(const struct FNoceAttackHitResult& InHitResult)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "IsDamageTriggerJustDodge_BP");
Params::NocePlayerCharacter_IsDamageTriggerJustDodge_BP Parms{};
Parms.InHitResult = std::move(InHitResult);
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.IsDamageWinceToAdditive
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::IsDamageWinceToAdditive()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "IsDamageWinceToAdditive");
Params::NocePlayerCharacter_IsDamageWinceToAdditive Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.IsDarkHinako
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::IsDarkHinako()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "IsDarkHinako");
Params::NocePlayerCharacter_IsDarkHinako Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.IsDodgeNoCostStamina
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::IsDodgeNoCostStamina()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "IsDodgeNoCostStamina");
Params::NocePlayerCharacter_IsDodgeNoCostStamina Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.IsDuringStateTransition
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::IsDuringStateTransition()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "IsDuringStateTransition");
Params::NocePlayerCharacter_IsDuringStateTransition Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.IsEnemyInSight
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::IsEnemyInSight()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "IsEnemyInSight");
Params::NocePlayerCharacter_IsEnemyInSight Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.IsEnemyLink
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::IsEnemyLink()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "IsEnemyLink");
Params::NocePlayerCharacter_IsEnemyLink Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.IsEnemyLinkExecution
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::IsEnemyLinkExecution()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "IsEnemyLinkExecution");
Params::NocePlayerCharacter_IsEnemyLinkExecution Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.IsForceBattling
// (Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::IsForceBattling()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "IsForceBattling");
Params::NocePlayerCharacter_IsForceBattling Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.IsForceRunningNoCostStamina
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::IsForceRunningNoCostStamina()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "IsForceRunningNoCostStamina");
Params::NocePlayerCharacter_IsForceRunningNoCostStamina Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.IsForceTransformToClaw
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::IsForceTransformToClaw()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "IsForceTransformToClaw");
Params::NocePlayerCharacter_IsForceTransformToClaw Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.IsHellMode
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::IsHellMode()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "IsHellMode");
Params::NocePlayerCharacter_IsHellMode Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.IsHellModeDamage
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::IsHellModeDamage()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "IsHellModeDamage");
Params::NocePlayerCharacter_IsHellModeDamage Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.IsInBattling
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::IsInBattling()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "IsInBattling");
Params::NocePlayerCharacter_IsInBattling Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.IsInDodge
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::IsInDodge()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "IsInDodge");
Params::NocePlayerCharacter_IsInDodge Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.IsInLinkExecution
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::IsInLinkExecution()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "IsInLinkExecution");
Params::NocePlayerCharacter_IsInLinkExecution Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.IsInLocomotion
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::IsInLocomotion()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "IsInLocomotion");
Params::NocePlayerCharacter_IsInLocomotion Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.IsInLocomotionRun
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::IsInLocomotionRun()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "IsInLocomotionRun");
Params::NocePlayerCharacter_IsInLocomotionRun Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.IsInLowHealth
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::IsInLowHealth()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "IsInLowHealth");
Params::NocePlayerCharacter_IsInLowHealth Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.IsInRunning
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::IsInRunning()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "IsInRunning");
Params::NocePlayerCharacter_IsInRunning Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.IsInSafeZone
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::IsInSafeZone()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "IsInSafeZone");
Params::NocePlayerCharacter_IsInSafeZone Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.IsInteractForbit
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool InIsInstantFeedback (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::IsInteractForbit(bool InIsInstantFeedback)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "IsInteractForbit");
Params::NocePlayerCharacter_IsInteractForbit Parms{};
Parms.InIsInstantFeedback = InIsInstantFeedback;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.IsInteracting
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::IsInteracting()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "IsInteracting");
Params::NocePlayerCharacter_IsInteracting Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.IsJustDodgeCollisionEnabled
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::IsJustDodgeCollisionEnabled()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "IsJustDodgeCollisionEnabled");
Params::NocePlayerCharacter_IsJustDodgeCollisionEnabled Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.IsJustDodgeCollisionEnabled_BP
// (Event, Public, BlueprintEvent)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::IsJustDodgeCollisionEnabled_BP()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "IsJustDodgeCollisionEnabled_BP");
Params::NocePlayerCharacter_IsJustDodgeCollisionEnabled_BP Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.IsLockOnTarget
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::IsLockOnTarget()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "IsLockOnTarget");
Params::NocePlayerCharacter_IsLockOnTarget Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.IsRagdolling
// (Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::IsRagdolling()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "IsRagdolling");
Params::NocePlayerCharacter_IsRagdolling Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.IsSanityHasAttackBuffAccumulateValue
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::IsSanityHasAttackBuffAccumulateValue()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "IsSanityHasAttackBuffAccumulateValue");
Params::NocePlayerCharacter_IsSanityHasAttackBuffAccumulateValue Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.IsSeeingEnemy
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::IsSeeingEnemy()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "IsSeeingEnemy");
Params::NocePlayerCharacter_IsSeeingEnemy Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.IsShortcutItemLeftKeyDown
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::IsShortcutItemLeftKeyDown()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "IsShortcutItemLeftKeyDown");
Params::NocePlayerCharacter_IsShortcutItemLeftKeyDown Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.IsShowShortcutItemUI
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::IsShowShortcutItemUI()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "IsShowShortcutItemUI");
Params::NocePlayerCharacter_IsShowShortcutItemUI Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.IsTargetCounterable
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor* InTargetActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool InCounterHint (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::IsTargetCounterable(class AActor* InTargetActor, bool InCounterHint)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "IsTargetCounterable");
Params::NocePlayerCharacter_IsTargetCounterable Parms{};
Parms.InTargetActor = InTargetActor;
Parms.InCounterHint = InCounterHint;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.IsTargetCounterableBasic
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor* InTargetActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::IsTargetCounterableBasic(class AActor* InTargetActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "IsTargetCounterableBasic");
Params::NocePlayerCharacter_IsTargetCounterableBasic Parms{};
Parms.InTargetActor = InTargetActor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.IsUnderShiromukuRevive2
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::IsUnderShiromukuRevive2()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "IsUnderShiromukuRevive2");
Params::NocePlayerCharacter_IsUnderShiromukuRevive2 Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.IsUseShortcutItem
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::IsUseShortcutItem()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "IsUseShortcutItem");
Params::NocePlayerCharacter_IsUseShortcutItem Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.IsUsingFocus
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::IsUsingFocus()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "IsUsingFocus");
Params::NocePlayerCharacter_IsUsingFocus Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.IsWantToDoUpperBodyMotion
// (Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::IsWantToDoUpperBodyMotion()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "IsWantToDoUpperBodyMotion");
Params::NocePlayerCharacter_IsWantToDoUpperBodyMotion Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.IsWeaponBreakForceKnockBack
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::IsWeaponBreakForceKnockBack()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "IsWeaponBreakForceKnockBack");
Params::NocePlayerCharacter_IsWeaponBreakForceKnockBack Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.IsWeaponBroken
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::IsWeaponBroken()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "IsWeaponBroken");
Params::NocePlayerCharacter_IsWeaponBroken Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.OnPlayerOutfitChanged
// (Final, Native, Protected)
// Parameters:
// ENocePlayerOutfit InPlayerOutfit (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerCharacter::OnPlayerOutfitChanged(ENocePlayerOutfit InPlayerOutfit)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "OnPlayerOutfitChanged");
Params::NocePlayerCharacter_OnPlayerOutfitChanged Parms{};
Parms.InPlayerOutfit = InPlayerOutfit;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerCharacter.OnUpdateCharMeshTypeForCineChar
// (Final, Native, Private)
// Parameters:
// ENocePlayerType InPlayerType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName InCharMeshRowName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerCharacter::OnUpdateCharMeshTypeForCineChar(ENocePlayerType InPlayerType, class FName InCharMeshRowName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "OnUpdateCharMeshTypeForCineChar");
Params::NocePlayerCharacter_OnUpdateCharMeshTypeForCineChar Parms{};
Parms.InPlayerType = InPlayerType;
Parms.InCharMeshRowName = InCharMeshRowName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerCharacter.OnWeaponChanged_BP
// (Event, Public, BlueprintEvent)
// Parameters:
// class ANoceWeapon* NewWeapon (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerCharacter::OnWeaponChanged_BP(class ANoceWeapon* NewWeapon)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "OnWeaponChanged_BP");
Params::NocePlayerCharacter_OnWeaponChanged_BP Parms{};
Parms.NewWeapon = NewWeapon;
UObject::ProcessEvent(Func, &Parms);
}
// Function GameNoce.NocePlayerCharacter.RecordCachedSprintInput
// (Final, Native, Public, BlueprintCallable)
void ANocePlayerCharacter::RecordCachedSprintInput()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "RecordCachedSprintInput");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerCharacter.ResetATPCCamera
// (Final, Native, Public, BlueprintCallable)
void ANocePlayerCharacter::ResetATPCCamera()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "ResetATPCCamera");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerCharacter.ResetHinaSkirtOverridePhATForPreview
// (Final, Native, Protected, BlueprintCallable)
void ANocePlayerCharacter::ResetHinaSkirtOverridePhATForPreview()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "ResetHinaSkirtOverridePhATForPreview");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerCharacter.SetCacheInteractionType
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENoceInteractType InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerCharacter::SetCacheInteractionType(ENoceInteractType InType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "SetCacheInteractionType");
Params::NocePlayerCharacter_SetCacheInteractionType Parms{};
Parms.InType = InType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerCharacter.SetCanShowNotebookHintInGimmick
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool CanShow (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerCharacter::SetCanShowNotebookHintInGimmick(bool CanShow)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "SetCanShowNotebookHintInGimmick");
Params::NocePlayerCharacter_SetCanShowNotebookHintInGimmick Parms{};
Parms.CanShow = CanShow;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerCharacter.SetClawTransform
// (Final, Native, Public)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerCharacter::SetClawTransform(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "SetClawTransform");
Params::NocePlayerCharacter_SetClawTransform Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerCharacter.SetControllerDesiredRotationRate
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// const struct FRotator& InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void ANocePlayerCharacter::SetControllerDesiredRotationRate(const struct FRotator& InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "SetControllerDesiredRotationRate");
Params::NocePlayerCharacter_SetControllerDesiredRotationRate Parms{};
Parms.InValue = std::move(InValue);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerCharacter.SetCurrentMaxSanity
// (Final, Native, Public)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerCharacter::SetCurrentMaxSanity(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "SetCurrentMaxSanity");
Params::NocePlayerCharacter_SetCurrentMaxSanity Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerCharacter.SetCurrentMaxSanityByRatio
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float InRatio (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerCharacter::SetCurrentMaxSanityByRatio(float InRatio)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "SetCurrentMaxSanityByRatio");
Params::NocePlayerCharacter_SetCurrentMaxSanityByRatio Parms{};
Parms.InRatio = InRatio;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerCharacter.SetCurrentWeapon
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class ANoceWeapon* InNewWeapon (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InCurrentDurability (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerCharacter::SetCurrentWeapon(class ANoceWeapon* InNewWeapon, float InCurrentDurability)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "SetCurrentWeapon");
Params::NocePlayerCharacter_SetCurrentWeapon Parms{};
Parms.InNewWeapon = InNewWeapon;
Parms.InCurrentDurability = InCurrentDurability;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerCharacter.SetDebugSeqPlayer
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class ULevelSequencePlayer* InPlayer (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerCharacter::SetDebugSeqPlayer(class ULevelSequencePlayer* InPlayer)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "SetDebugSeqPlayer");
Params::NocePlayerCharacter_SetDebugSeqPlayer Parms{};
Parms.InPlayer = InPlayer;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerCharacter.SetDefaultRotationRate
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// const struct FRotator& InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
void ANocePlayerCharacter::SetDefaultRotationRate(const struct FRotator& InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "SetDefaultRotationRate");
Params::NocePlayerCharacter_SetDefaultRotationRate Parms{};
Parms.InValue = std::move(InValue);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerCharacter.SetExamineMode
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool IsEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerCharacter::SetExamineMode(bool IsEnable)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "SetExamineMode");
Params::NocePlayerCharacter_SetExamineMode Parms{};
Parms.IsEnable = IsEnable;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerCharacter.SetForceBattling
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool IsEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerCharacter::SetForceBattling(bool IsEnable)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "SetForceBattling");
Params::NocePlayerCharacter_SetForceBattling Parms{};
Parms.IsEnable = IsEnable;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerCharacter.SetForceRunningNoCostStamina
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool IsEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerCharacter::SetForceRunningNoCostStamina(bool IsEnable)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "SetForceRunningNoCostStamina");
Params::NocePlayerCharacter_SetForceRunningNoCostStamina Parms{};
Parms.IsEnable = IsEnable;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerCharacter.SetHaveKatanaScabbard
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerCharacter::SetHaveKatanaScabbard(bool InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "SetHaveKatanaScabbard");
Params::NocePlayerCharacter_SetHaveKatanaScabbard Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerCharacter.SetInGimmickAnimationByKey
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const class FString& InKey (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool IsInAnimation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerCharacter::SetInGimmickAnimationByKey(const class FString& InKey, bool IsInAnimation)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "SetInGimmickAnimationByKey");
Params::NocePlayerCharacter_SetInGimmickAnimationByKey Parms{};
Parms.InKey = std::move(InKey);
Parms.IsInAnimation = IsInAnimation;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerCharacter.SetIsForceOrientRotationToMovement
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InEnbale (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerCharacter::SetIsForceOrientRotationToMovement(bool InEnbale)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "SetIsForceOrientRotationToMovement");
Params::NocePlayerCharacter_SetIsForceOrientRotationToMovement Parms{};
Parms.InEnbale = InEnbale;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerCharacter.SetSanity
// (Final, Native, Public)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerCharacter::SetSanity(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "SetSanity");
Params::NocePlayerCharacter_SetSanity Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerCharacter.SetSanityByRatio
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float InRatio (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerCharacter::SetSanityByRatio(float InRatio)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "SetSanityByRatio");
Params::NocePlayerCharacter_SetSanityByRatio Parms{};
Parms.InRatio = InRatio;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerCharacter.SetStamina
// (Final, Native, Public)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerCharacter::SetStamina(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "SetStamina");
Params::NocePlayerCharacter_SetStamina Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerCharacter.SetUsingGimmick
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool IsUsing (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerCharacter::SetUsingGimmick(bool IsUsing)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "SetUsingGimmick");
Params::NocePlayerCharacter_SetUsingGimmick Parms{};
Parms.IsUsing = IsUsing;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerCharacter.ShiromukuRevive
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName InToken (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 PostProcessIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float Intensity (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float Frequency (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerCharacter::ShiromukuRevive(class FName InToken, int32 InValue, int32 PostProcessIndex, float Intensity, float Frequency)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "ShiromukuRevive");
Params::NocePlayerCharacter_ShiromukuRevive Parms{};
Parms.InToken = InToken;
Parms.InValue = InValue;
Parms.PostProcessIndex = PostProcessIndex;
Parms.Intensity = Intensity;
Parms.Frequency = Frequency;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerCharacter.ShowHidePlayer
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InShow (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool InAdjustInput (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool InIsFromExternal (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerCharacter::ShowHidePlayer(bool InShow, bool InAdjustInput, bool InIsFromExternal)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "ShowHidePlayer");
Params::NocePlayerCharacter_ShowHidePlayer Parms{};
Parms.InShow = InShow;
Parms.InAdjustInput = InAdjustInput;
Parms.InIsFromExternal = InIsFromExternal;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerCharacter.ShowHidePlayer_BP
// (Event, Public, BlueprintEvent)
// Parameters:
// bool InShow (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool InAdjustInput (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerCharacter::ShowHidePlayer_BP(bool InShow, bool InAdjustInput)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "ShowHidePlayer_BP");
Params::NocePlayerCharacter_ShowHidePlayer_BP Parms{};
Parms.InShow = InShow;
Parms.InAdjustInput = InAdjustInput;
UObject::ProcessEvent(Func, &Parms);
}
// Function GameNoce.NocePlayerCharacter.UnEquipCurrentWeapon
// (Final, Native, Public, BlueprintCallable)
void ANocePlayerCharacter::UnEquipCurrentWeapon()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "UnEquipCurrentWeapon");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerCharacter.UpdateCharacterRotationMode
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InPreSetupForLocomotion (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANocePlayerCharacter::UpdateCharacterRotationMode(bool InPreSetupForLocomotion)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "UpdateCharacterRotationMode");
Params::NocePlayerCharacter_UpdateCharacterRotationMode Parms{};
Parms.InPreSetupForLocomotion = InPreSetupForLocomotion;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerCharacter.UpdateEyeLacrimalFluid
// (Native, Event, Public, BlueprintCallable, BlueprintEvent)
void ANocePlayerCharacter::UpdateEyeLacrimalFluid()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "UpdateEyeLacrimalFluid");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerCharacter.WantToDoUpperBodyMotion
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::WantToDoUpperBodyMotion()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "WantToDoUpperBodyMotion");
Params::NocePlayerCharacter_WantToDoUpperBodyMotion Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.WantToDoUpperBodyMotionCount
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 ANocePlayerCharacter::WantToDoUpperBodyMotionCount()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "WantToDoUpperBodyMotionCount");
Params::NocePlayerCharacter_WantToDoUpperBodyMotionCount Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.GetAttack
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ANocePlayerCharacter::GetAttack() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "GetAttack");
Params::NocePlayerCharacter_GetAttack Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.GetBattleStatusTime
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ANocePlayerCharacter::GetBattleStatusTime() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "GetBattleStatusTime");
Params::NocePlayerCharacter_GetBattleStatusTime Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.GetCanShowNotebookHintInGimmick
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::GetCanShowNotebookHintInGimmick() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "GetCanShowNotebookHintInGimmick");
Params::NocePlayerCharacter_GetCanShowNotebookHintInGimmick Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.GetCurrentMaxSanity
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ANocePlayerCharacter::GetCurrentMaxSanity() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "GetCurrentMaxSanity");
Params::NocePlayerCharacter_GetCurrentMaxSanity Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.GetEnemyBreakDownAttackRatio
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ANocePlayerCharacter::GetEnemyBreakDownAttackRatio() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "GetEnemyBreakDownAttackRatio");
Params::NocePlayerCharacter_GetEnemyBreakDownAttackRatio Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.GetExtraAttack
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ANocePlayerCharacter::GetExtraAttack() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "GetExtraAttack");
Params::NocePlayerCharacter_GetExtraAttack Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.GetFocusAttackCurrentMaxSanityCostRatio
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ANocePlayerCharacter::GetFocusAttackCurrentMaxSanityCostRatio() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "GetFocusAttackCurrentMaxSanityCostRatio");
Params::NocePlayerCharacter_GetFocusAttackCurrentMaxSanityCostRatio Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.GetFocusAttackRatioHealth
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ANocePlayerCharacter::GetFocusAttackRatioHealth() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "GetFocusAttackRatioHealth");
Params::NocePlayerCharacter_GetFocusAttackRatioHealth Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.GetFocusAttackRatioWince
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ANocePlayerCharacter::GetFocusAttackRatioWince() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "GetFocusAttackRatioWince");
Params::NocePlayerCharacter_GetFocusAttackRatioWince Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.GetGutsDamageToHealthRatio
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ANocePlayerCharacter::GetGutsDamageToHealthRatio() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "GetGutsDamageToHealthRatio");
Params::NocePlayerCharacter_GetGutsDamageToHealthRatio Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.GetHealthDamageRatio
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ANocePlayerCharacter::GetHealthDamageRatio() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "GetHealthDamageRatio");
Params::NocePlayerCharacter_GetHealthDamageRatio Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.GetIsInGimmickAnimation
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::GetIsInGimmickAnimation() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "GetIsInGimmickAnimation");
Params::NocePlayerCharacter_GetIsInGimmickAnimation Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.GetJustDodgeCounterDistance
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ANocePlayerCharacter::GetJustDodgeCounterDistance() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "GetJustDodgeCounterDistance");
Params::NocePlayerCharacter_GetJustDodgeCounterDistance Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.GetLowLowStaminaThreshold
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ANocePlayerCharacter::GetLowLowStaminaThreshold() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "GetLowLowStaminaThreshold");
Params::NocePlayerCharacter_GetLowLowStaminaThreshold Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.GetMaxSanity
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ANocePlayerCharacter::GetMaxSanity() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "GetMaxSanity");
Params::NocePlayerCharacter_GetMaxSanity Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.GetMaxStamina
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ANocePlayerCharacter::GetMaxStamina() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "GetMaxStamina");
Params::NocePlayerCharacter_GetMaxStamina Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.GetMinCurrentMaxSanity
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ANocePlayerCharacter::GetMinCurrentMaxSanity() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "GetMinCurrentMaxSanity");
Params::NocePlayerCharacter_GetMinCurrentMaxSanity Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.GetSanity
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ANocePlayerCharacter::GetSanity() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "GetSanity");
Params::NocePlayerCharacter_GetSanity Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.GetSanityCostRatio
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ANocePlayerCharacter::GetSanityCostRatio() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "GetSanityCostRatio");
Params::NocePlayerCharacter_GetSanityCostRatio Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.GetSanityDamageRatio
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ANocePlayerCharacter::GetSanityDamageRatio() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "GetSanityDamageRatio");
Params::NocePlayerCharacter_GetSanityDamageRatio Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.GetSanityNoChangeWaitForRecoverTime
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ANocePlayerCharacter::GetSanityNoChangeWaitForRecoverTime() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "GetSanityNoChangeWaitForRecoverTime");
Params::NocePlayerCharacter_GetSanityNoChangeWaitForRecoverTime Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.GetSanityRegenRatio
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ANocePlayerCharacter::GetSanityRegenRatio() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "GetSanityRegenRatio");
Params::NocePlayerCharacter_GetSanityRegenRatio Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.GetSprintStaminaCostRatio
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ANocePlayerCharacter::GetSprintStaminaCostRatio() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "GetSprintStaminaCostRatio");
Params::NocePlayerCharacter_GetSprintStaminaCostRatio Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.GetStamina
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ANocePlayerCharacter::GetStamina() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "GetStamina");
Params::NocePlayerCharacter_GetStamina Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.GetStaminaCostRatio
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ANocePlayerCharacter::GetStaminaCostRatio() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "GetStaminaCostRatio");
Params::NocePlayerCharacter_GetStaminaCostRatio Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.GetStaminaDamageRatio
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ANocePlayerCharacter::GetStaminaDamageRatio() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "GetStaminaDamageRatio");
Params::NocePlayerCharacter_GetStaminaDamageRatio Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.GetStaminaTiredTime
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ANocePlayerCharacter::GetStaminaTiredTime() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "GetStaminaTiredTime");
Params::NocePlayerCharacter_GetStaminaTiredTime Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.GetWeaponDurabilityCostRatio
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ANocePlayerCharacter::GetWeaponDurabilityCostRatio() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "GetWeaponDurabilityCostRatio");
Params::NocePlayerCharacter_GetWeaponDurabilityCostRatio Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.GetWince
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float ANocePlayerCharacter::GetWince() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "GetWince");
Params::NocePlayerCharacter_GetWince Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerCharacter.HasTag
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const struct FGameplayTag& TargetTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANocePlayerCharacter::HasTag(const struct FGameplayTag& TargetTag) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerCharacter", "HasTag");
Params::NocePlayerCharacter_HasTag Parms{};
Parms.TargetTag = std::move(TargetTag);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerDamageHandleComponent.CanApplyWinceType
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENoceWinceType InCurrentWinceType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ENoceWinceType InNewWinceType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerDamageHandleComponent::CanApplyWinceType(ENoceWinceType InCurrentWinceType, ENoceWinceType InNewWinceType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerDamageHandleComponent", "CanApplyWinceType");
Params::NocePlayerDamageHandleComponent_CanApplyWinceType Parms{};
Parms.InCurrentWinceType = InCurrentWinceType;
Parms.InNewWinceType = InNewWinceType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerDamageHandleComponent.HandleDamage
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float InHealthDamage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InWinceDamage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InMaxSanityDamage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InStaminaDamage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InMaxSanityDamageToHealthDamageRatio (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool InIsForceWince (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ENoceWinceType InWinceType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* Attacker (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName ComboName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ENoceDeathType DeathType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool InHealthDamageEffectedByDamageRatio (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool InApplyGutsCheck (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool InIsLimitHealth (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool InCheckOmamoriKagami (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool InCanEndFocus (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool InCheckDamageWinceToAdditive (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ENoceWinceType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ENoceWinceType UNocePlayerDamageHandleComponent::HandleDamage(float InHealthDamage, float InWinceDamage, float InMaxSanityDamage, float InStaminaDamage, float InMaxSanityDamageToHealthDamageRatio, bool InIsForceWince, ENoceWinceType InWinceType, class AActor* Attacker, class FName ComboName, ENoceDeathType DeathType, bool InHealthDamageEffectedByDamageRatio, bool InApplyGutsCheck, bool InIsLimitHealth, bool InCheckOmamoriKagami, bool InCanEndFocus, bool InCheckDamageWinceToAdditive)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerDamageHandleComponent", "HandleDamage");
Params::NocePlayerDamageHandleComponent_HandleDamage Parms{};
Parms.InHealthDamage = InHealthDamage;
Parms.InWinceDamage = InWinceDamage;
Parms.InMaxSanityDamage = InMaxSanityDamage;
Parms.InStaminaDamage = InStaminaDamage;
Parms.InMaxSanityDamageToHealthDamageRatio = InMaxSanityDamageToHealthDamageRatio;
Parms.InIsForceWince = InIsForceWince;
Parms.InWinceType = InWinceType;
Parms.Attacker = Attacker;
Parms.ComboName = ComboName;
Parms.DeathType = DeathType;
Parms.InHealthDamageEffectedByDamageRatio = InHealthDamageEffectedByDamageRatio;
Parms.InApplyGutsCheck = InApplyGutsCheck;
Parms.InIsLimitHealth = InIsLimitHealth;
Parms.InCheckOmamoriKagami = InCheckOmamoriKagami;
Parms.InCanEndFocus = InCanEndFocus;
Parms.InCheckDamageWinceToAdditive = InCheckDamageWinceToAdditive;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerDamageHandleComponent.HandleDamageByAttackHitResult
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FNoceAttackHitResult& InAttackHitResult (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)
// bool InCheckOmamoriKagami (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ENoceWinceType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ENoceWinceType UNocePlayerDamageHandleComponent::HandleDamageByAttackHitResult(const struct FNoceAttackHitResult& InAttackHitResult, bool InCheckOmamoriKagami)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerDamageHandleComponent", "HandleDamageByAttackHitResult");
Params::NocePlayerDamageHandleComponent_HandleDamageByAttackHitResult Parms{};
Parms.InAttackHitResult = std::move(InAttackHitResult);
Parms.InCheckOmamoriKagami = InCheckOmamoriKagami;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerDamageHandleComponent.HandleOnPossessed
// (Final, Native, Protected)
// Parameters:
// bool InPossessed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerDamageHandleComponent::HandleOnPossessed(bool InPossessed)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerDamageHandleComponent", "HandleOnPossessed");
Params::NocePlayerDamageHandleComponent_HandleOnPossessed Parms{};
Parms.InPossessed = InPossessed;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerInventoryComponent.AddConsumable
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const class FName ID (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const int32 Quantity (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FName ConsumableActorName (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerInventoryComponent::AddConsumable(const class FName ID, const int32 Quantity, const class FName ConsumableActorName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "AddConsumable");
Params::NocePlayerInventoryComponent_AddConsumable Parms{};
Parms.ID = ID;
Parms.Quantity = Quantity;
Parms.ConsumableActorName = ConsumableActorName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerInventoryComponent.AddKeyItem
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const class FName ID (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerInventoryComponent::AddKeyItem(const class FName ID)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "AddKeyItem");
Params::NocePlayerInventoryComponent_AddKeyItem Parms{};
Parms.ID = ID;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerInventoryComponent.AddLetter
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const class FName ID (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerInventoryComponent::AddLetter(const class FName ID)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "AddLetter");
Params::NocePlayerInventoryComponent_AddLetter Parms{};
Parms.ID = ID;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerInventoryComponent.AddNotebookID
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const class FName ID (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const ENoceNotebookType Type (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerInventoryComponent::AddNotebookID(const class FName ID, const ENoceNotebookType Type)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "AddNotebookID");
Params::NocePlayerInventoryComponent_AddNotebookID Parms{};
Parms.ID = ID;
Parms.Type = Type;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerInventoryComponent.AddOmamori
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const class FName ID (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerInventoryComponent::AddOmamori(const class FName ID)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "AddOmamori");
Params::NocePlayerInventoryComponent_AddOmamori Parms{};
Parms.ID = ID;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerInventoryComponent.AddToViewedItem
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const class FName ID (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerInventoryComponent::AddToViewedItem(const class FName ID)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "AddToViewedItem");
Params::NocePlayerInventoryComponent_AddToViewedItem Parms{};
Parms.ID = ID;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerInventoryComponent.AddToViewedItemInInventory
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const class FName ID (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ENoceInventoryType InventoryType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerInventoryComponent::AddToViewedItemInInventory(const class FName ID, ENoceInventoryType InventoryType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "AddToViewedItemInInventory");
Params::NocePlayerInventoryComponent_AddToViewedItemInInventory Parms{};
Parms.ID = ID;
Parms.InventoryType = InventoryType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerInventoryComponent.AddToViewedNotebookID
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const class FName ID (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const ENoceNotebookType Type (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerInventoryComponent::AddToViewedNotebookID(const class FName ID, const ENoceNotebookType Type)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "AddToViewedNotebookID");
Params::NocePlayerInventoryComponent_AddToViewedNotebookID Parms{};
Parms.ID = ID;
Parms.Type = Type;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerInventoryComponent.AddUsedItemEma
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName EmaName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerInventoryComponent::AddUsedItemEma(class FName EmaName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "AddUsedItemEma");
Params::NocePlayerInventoryComponent_AddUsedItemEma Parms{};
Parms.EmaName = EmaName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerInventoryComponent.AddWeapon
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const class FName ID (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const float Durability (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerInventoryComponent::AddWeapon(const class FName ID, const float Durability)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "AddWeapon");
Params::NocePlayerInventoryComponent_AddWeapon Parms{};
Parms.ID = ID;
Parms.Durability = Durability;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerInventoryComponent.CanAddConsumable
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const class FName ID (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const int32 Quantity (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerInventoryComponent::CanAddConsumable(const class FName ID, const int32 Quantity)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "CanAddConsumable");
Params::NocePlayerInventoryComponent_CanAddConsumable Parms{};
Parms.ID = ID;
Parms.Quantity = Quantity;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerInventoryComponent.CanAddConsumables
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const TArray<struct FNoceInventoryConsumable>&InConsumables (ConstParm, Parm, ZeroConstructor, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerInventoryComponent::CanAddConsumables(const TArray<struct FNoceInventoryConsumable>& InConsumables)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "CanAddConsumables");
Params::NocePlayerInventoryComponent_CanAddConsumables Parms{};
Parms.InConsumables = std::move(InConsumables);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerInventoryComponent.CanSpawnFaithItem
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class FName ID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* FaithItemActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerInventoryComponent::CanSpawnFaithItem(class FName ID, class AActor* FaithItemActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "CanSpawnFaithItem");
Params::NocePlayerInventoryComponent_CanSpawnFaithItem Parms{};
Parms.ID = ID;
Parms.FaithItemActor = FaithItemActor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerInventoryComponent.ChangeWeapon
// (Final, Native, Public, BlueprintCallable)
void UNocePlayerInventoryComponent::ChangeWeapon()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "ChangeWeapon");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerInventoryComponent.CheckDLCOmamori
// (Final, Native, Public, BlueprintCallable)
void UNocePlayerInventoryComponent::CheckDLCOmamori()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "CheckDLCOmamori");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerInventoryComponent.ClaimDLCOmamori
// (Final, Native, Public, BlueprintCallable)
void UNocePlayerInventoryComponent::ClaimDLCOmamori()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "ClaimDLCOmamori");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerInventoryComponent.ClearLastUseConsumableID
// (Final, Native, Public, BlueprintCallable)
void UNocePlayerInventoryComponent::ClearLastUseConsumableID()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "ClearLastUseConsumableID");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerInventoryComponent.ClearNotShownHintNotebookIDs
// (Final, Native, Public, BlueprintCallable)
void UNocePlayerInventoryComponent::ClearNotShownHintNotebookIDs()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "ClearNotShownHintNotebookIDs");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerInventoryComponent.DiscardWeapon
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const int32 Index_0 (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerInventoryComponent::DiscardWeapon(const int32 Index_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "DiscardWeapon");
Params::NocePlayerInventoryComponent_DiscardWeapon Parms{};
Parms.Index_0 = Index_0;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerInventoryComponent.EquipConsumable
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const class FName ID (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const int32 Index_0 (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerInventoryComponent::EquipConsumable(const class FName ID, const int32 Index_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "EquipConsumable");
Params::NocePlayerInventoryComponent_EquipConsumable Parms{};
Parms.ID = ID;
Parms.Index_0 = Index_0;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerInventoryComponent.EquipOmamori
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const class FName ID (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const int32 Index_0 (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerInventoryComponent::EquipOmamori(const class FName ID, const int32 Index_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "EquipOmamori");
Params::NocePlayerInventoryComponent_EquipOmamori Parms{};
Parms.ID = ID;
Parms.Index_0 = Index_0;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerInventoryComponent.EquipWeapon
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const int32 Index_0 (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerInventoryComponent::EquipWeapon(const int32 Index_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "EquipWeapon");
Params::NocePlayerInventoryComponent_EquipWeapon Parms{};
Parms.Index_0 = Index_0;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerInventoryComponent.ExchangeWeapon
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const int32 Index_0 (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FName ID (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const float Durability (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerInventoryComponent::ExchangeWeapon(const int32 Index_0, const class FName ID, const float Durability)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "ExchangeWeapon");
Params::NocePlayerInventoryComponent_ExchangeWeapon Parms{};
Parms.Index_0 = Index_0;
Parms.ID = ID;
Parms.Durability = Durability;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerInventoryComponent.GetAllConsumables
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// TArray<struct FNoceInventoryConsumable>*OutConsumables (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
void UNocePlayerInventoryComponent::GetAllConsumables(TArray<struct FNoceInventoryConsumable>* OutConsumables)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "GetAllConsumables");
Params::NocePlayerInventoryComponent_GetAllConsumables Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutConsumables != nullptr)
*OutConsumables = std::move(Parms.OutConsumables);
}
// Function GameNoce.NocePlayerInventoryComponent.GetAllInventoryIDs
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENoceInventoryType InventoryType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ENoceNotebookType NotebookType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class FName> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class FName> UNocePlayerInventoryComponent::GetAllInventoryIDs(ENoceInventoryType InventoryType, ENoceNotebookType NotebookType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "GetAllInventoryIDs");
Params::NocePlayerInventoryComponent_GetAllInventoryIDs Parms{};
Parms.InventoryType = InventoryType;
Parms.NotebookType = NotebookType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerInventoryComponent.GetAllKeyItems
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// TArray<int32>* OutKeyItems (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
void UNocePlayerInventoryComponent::GetAllKeyItems(TArray<int32>* OutKeyItems)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "GetAllKeyItems");
Params::NocePlayerInventoryComponent_GetAllKeyItems Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutKeyItems != nullptr)
*OutKeyItems = std::move(Parms.OutKeyItems);
}
// Function GameNoce.NocePlayerInventoryComponent.GetAllLetters
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// TArray<int32>* OutLetters (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
void UNocePlayerInventoryComponent::GetAllLetters(TArray<int32>* OutLetters)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "GetAllLetters");
Params::NocePlayerInventoryComponent_GetAllLetters Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutLetters != nullptr)
*OutLetters = std::move(Parms.OutLetters);
}
// Function GameNoce.NocePlayerInventoryComponent.GetAllNotebookIDs
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const ENoceNotebookType Type (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class FName>* OutIDs (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
void UNocePlayerInventoryComponent::GetAllNotebookIDs(const ENoceNotebookType Type, TArray<class FName>* OutIDs)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "GetAllNotebookIDs");
Params::NocePlayerInventoryComponent_GetAllNotebookIDs Parms{};
Parms.Type = Type;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutIDs != nullptr)
*OutIDs = std::move(Parms.OutIDs);
}
// Function GameNoce.NocePlayerInventoryComponent.GetAllOmamories
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// TArray<struct FNoceInventoryData>* OutOmamories (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
void UNocePlayerInventoryComponent::GetAllOmamories(TArray<struct FNoceInventoryData>* OutOmamories)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "GetAllOmamories");
Params::NocePlayerInventoryComponent_GetAllOmamories Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutOmamories != nullptr)
*OutOmamories = std::move(Parms.OutOmamories);
}
// Function GameNoce.NocePlayerInventoryComponent.GetAllViewedNotebookIDs
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const ENoceNotebookType Type (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class FName>* OutIDs (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
void UNocePlayerInventoryComponent::GetAllViewedNotebookIDs(const ENoceNotebookType Type, TArray<class FName>* OutIDs)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "GetAllViewedNotebookIDs");
Params::NocePlayerInventoryComponent_GetAllViewedNotebookIDs Parms{};
Parms.Type = Type;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutIDs != nullptr)
*OutIDs = std::move(Parms.OutIDs);
}
// Function GameNoce.NocePlayerInventoryComponent.GetAvailableWeaponNumber
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UNocePlayerInventoryComponent::GetAvailableWeaponNumber()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "GetAvailableWeaponNumber");
Params::NocePlayerInventoryComponent_GetAvailableWeaponNumber Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerInventoryComponent.GetConsumableSlotNum
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UNocePlayerInventoryComponent::GetConsumableSlotNum()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "GetConsumableSlotNum");
Params::NocePlayerInventoryComponent_GetConsumableSlotNum Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerInventoryComponent.GetConsumableTotalNum
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 IDIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UNocePlayerInventoryComponent::GetConsumableTotalNum(int32 IDIndex)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "GetConsumableTotalNum");
Params::NocePlayerInventoryComponent_GetConsumableTotalNum Parms{};
Parms.IDIndex = IDIndex;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerInventoryComponent.GetCurrentOmamories
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// TArray<int32> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<int32> UNocePlayerInventoryComponent::GetCurrentOmamories()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "GetCurrentOmamories");
Params::NocePlayerInventoryComponent_GetCurrentOmamories Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerInventoryComponent.GetCurrentWeaponData
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool IsFogWeapon (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<struct FNoceInventoryWeapon> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<struct FNoceInventoryWeapon> UNocePlayerInventoryComponent::GetCurrentWeaponData(bool IsFogWeapon)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "GetCurrentWeaponData");
Params::NocePlayerInventoryComponent_GetCurrentWeaponData Parms{};
Parms.IsFogWeapon = IsFogWeapon;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerInventoryComponent.GetCurrentWeaponIndex
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class FName InID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UNocePlayerInventoryComponent::GetCurrentWeaponIndex(class FName InID)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "GetCurrentWeaponIndex");
Params::NocePlayerInventoryComponent_GetCurrentWeaponIndex Parms{};
Parms.InID = InID;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerInventoryComponent.GetCurrentWeaponsDurability
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNocePlayerInventoryComponent::GetCurrentWeaponsDurability()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "GetCurrentWeaponsDurability");
Params::NocePlayerInventoryComponent_GetCurrentWeaponsDurability Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerInventoryComponent.GetDLCOmamoriID
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class FName ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class FName UNocePlayerInventoryComponent::GetDLCOmamoriID()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "GetDLCOmamoriID");
Params::NocePlayerInventoryComponent_GetDLCOmamoriID Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerInventoryComponent.GetEquippedOmamories
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// TArray<struct FNoceInventoryData>* OutOmamories (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
void UNocePlayerInventoryComponent::GetEquippedOmamories(TArray<struct FNoceInventoryData>* OutOmamories)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "GetEquippedOmamories");
Params::NocePlayerInventoryComponent_GetEquippedOmamories Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutOmamories != nullptr)
*OutOmamories = std::move(Parms.OutOmamories);
}
// Function GameNoce.NocePlayerInventoryComponent.GetEquippedOrTargetWeaponIndex
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UNocePlayerInventoryComponent::GetEquippedOrTargetWeaponIndex()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "GetEquippedOrTargetWeaponIndex");
Params::NocePlayerInventoryComponent_GetEquippedOrTargetWeaponIndex Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerInventoryComponent.GetEquippedWeaponIndex
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UNocePlayerInventoryComponent::GetEquippedWeaponIndex()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "GetEquippedWeaponIndex");
Params::NocePlayerInventoryComponent_GetEquippedWeaponIndex Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerInventoryComponent.GetExpandInventoryIDs
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// TArray<class FName> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class FName> UNocePlayerInventoryComponent::GetExpandInventoryIDs()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "GetExpandInventoryIDs");
Params::NocePlayerInventoryComponent_GetExpandInventoryIDs Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerInventoryComponent.GetFaithItemIDs
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// TArray<class FName> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class FName> UNocePlayerInventoryComponent::GetFaithItemIDs()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "GetFaithItemIDs");
Params::NocePlayerInventoryComponent_GetFaithItemIDs Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerInventoryComponent.GetFirstEmaName
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class FName UNocePlayerInventoryComponent::GetFirstEmaName()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "GetFirstEmaName");
Params::NocePlayerInventoryComponent_GetFirstEmaName Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerInventoryComponent.GetFirstWeaponIndex
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UNocePlayerInventoryComponent::GetFirstWeaponIndex()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "GetFirstWeaponIndex");
Params::NocePlayerInventoryComponent_GetFirstWeaponIndex Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerInventoryComponent.GetIsTryingToChangeWeapon
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerInventoryComponent::GetIsTryingToChangeWeapon()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "GetIsTryingToChangeWeapon");
Params::NocePlayerInventoryComponent_GetIsTryingToChangeWeapon Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerInventoryComponent.GetIsTryingToUseConsumableItem
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerInventoryComponent::GetIsTryingToUseConsumableItem()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "GetIsTryingToUseConsumableItem");
Params::NocePlayerInventoryComponent_GetIsTryingToUseConsumableItem Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerInventoryComponent.GetKatanaWeaponName
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class FName ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class FName UNocePlayerInventoryComponent::GetKatanaWeaponName()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "GetKatanaWeaponName");
Params::NocePlayerInventoryComponent_GetKatanaWeaponName Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerInventoryComponent.GetKeyItemEmaNum
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UNocePlayerInventoryComponent::GetKeyItemEmaNum()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "GetKeyItemEmaNum");
Params::NocePlayerInventoryComponent_GetKeyItemEmaNum Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerInventoryComponent.GetLastAdddedInfo
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// ENoceInventoryType* OutType (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName* OutID (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerInventoryComponent::GetLastAdddedInfo(ENoceInventoryType* OutType, class FName* OutID)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "GetLastAdddedInfo");
Params::NocePlayerInventoryComponent_GetLastAdddedInfo Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutType != nullptr)
*OutType = Parms.OutType;
if (OutID != nullptr)
*OutID = Parms.OutID;
}
// Function GameNoce.NocePlayerInventoryComponent.GetLastNotebookContent
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const ENoceNotebookType Type (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class FName UNocePlayerInventoryComponent::GetLastNotebookContent(const ENoceNotebookType Type)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "GetLastNotebookContent");
Params::NocePlayerInventoryComponent_GetLastNotebookContent Parms{};
Parms.Type = Type;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerInventoryComponent.GetLastNotebookNameIndex
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const ENoceNotebookType Type (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UNocePlayerInventoryComponent::GetLastNotebookNameIndex(const ENoceNotebookType Type)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "GetLastNotebookNameIndex");
Params::NocePlayerInventoryComponent_GetLastNotebookNameIndex Parms{};
Parms.Type = Type;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerInventoryComponent.GetLastNotebookType
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// ENoceNotebookType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ENoceNotebookType UNocePlayerInventoryComponent::GetLastNotebookType()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "GetLastNotebookType");
Params::NocePlayerInventoryComponent_GetLastNotebookType Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerInventoryComponent.GetLastSelectConsumableIndex
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UNocePlayerInventoryComponent::GetLastSelectConsumableIndex()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "GetLastSelectConsumableIndex");
Params::NocePlayerInventoryComponent_GetLastSelectConsumableIndex Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerInventoryComponent.GetLastUseConsumableID
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class FName UNocePlayerInventoryComponent::GetLastUseConsumableID()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "GetLastUseConsumableID");
Params::NocePlayerInventoryComponent_GetLastUseConsumableID Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerInventoryComponent.GetLastViewedConsumablesNum
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UNocePlayerInventoryComponent::GetLastViewedConsumablesNum()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "GetLastViewedConsumablesNum");
Params::NocePlayerInventoryComponent_GetLastViewedConsumablesNum Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerInventoryComponent.GetLastViewedLetterIndex
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UNocePlayerInventoryComponent::GetLastViewedLetterIndex()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "GetLastViewedLetterIndex");
Params::NocePlayerInventoryComponent_GetLastViewedLetterIndex Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerInventoryComponent.GetMaxQuantity
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 IDIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UNocePlayerInventoryComponent::GetMaxQuantity(int32 IDIndex)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "GetMaxQuantity");
Params::NocePlayerInventoryComponent_GetMaxQuantity Parms{};
Parms.IDIndex = IDIndex;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerInventoryComponent.GetMaxWeaponNumber
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UNocePlayerInventoryComponent::GetMaxWeaponNumber()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "GetMaxWeaponNumber");
Params::NocePlayerInventoryComponent_GetMaxWeaponNumber Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerInventoryComponent.GetNextAvailableWeaponIndex
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UNocePlayerInventoryComponent::GetNextAvailableWeaponIndex()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "GetNextAvailableWeaponIndex");
Params::NocePlayerInventoryComponent_GetNextAvailableWeaponIndex Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerInventoryComponent.GetNotShownHintNotebookIDs
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// TArray<struct FNoceNotebookHintIDData> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<struct FNoceNotebookHintIDData> UNocePlayerInventoryComponent::GetNotShownHintNotebookIDs()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "GetNotShownHintNotebookIDs");
Params::NocePlayerInventoryComponent_GetNotShownHintNotebookIDs Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerInventoryComponent.GetOmamoriID
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 InIDIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class FName UNocePlayerInventoryComponent::GetOmamoriID(int32 InIDIndex)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "GetOmamoriID");
Params::NocePlayerInventoryComponent_GetOmamoriID Parms{};
Parms.InIDIndex = InIDIndex;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerInventoryComponent.GetOmamoriSlotNum
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UNocePlayerInventoryComponent::GetOmamoriSlotNum()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "GetOmamoriSlotNum");
Params::NocePlayerInventoryComponent_GetOmamoriSlotNum Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerInventoryComponent.GetShortcutConsumables
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// TArray<struct FNoceInventoryConsumable>*OutConsumables (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
void UNocePlayerInventoryComponent::GetShortcutConsumables(TArray<struct FNoceInventoryConsumable>* OutConsumables)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "GetShortcutConsumables");
Params::NocePlayerInventoryComponent_GetShortcutConsumables Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutConsumables != nullptr)
*OutConsumables = std::move(Parms.OutConsumables);
}
// Function GameNoce.NocePlayerInventoryComponent.GetTargetWeaponIndex
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UNocePlayerInventoryComponent::GetTargetWeaponIndex()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "GetTargetWeaponIndex");
Params::NocePlayerInventoryComponent_GetTargetWeaponIndex Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerInventoryComponent.GetWeaponDurability
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const int32 Index_0 (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const bool IsFogWeapon (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNocePlayerInventoryComponent::GetWeaponDurability(const int32 Index_0, const bool IsFogWeapon)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "GetWeaponDurability");
Params::NocePlayerInventoryComponent_GetWeaponDurability Parms{};
Parms.Index_0 = Index_0;
Parms.IsFogWeapon = IsFogWeapon;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerInventoryComponent.GetWeaponIndex
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// class FName InID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32* OutIndex (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool* OutIsFogWeapon (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerInventoryComponent::GetWeaponIndex(class FName InID, int32* OutIndex, bool* OutIsFogWeapon)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "GetWeaponIndex");
Params::NocePlayerInventoryComponent_GetWeaponIndex Parms{};
Parms.InID = InID;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutIndex != nullptr)
*OutIndex = Parms.OutIndex;
if (OutIsFogWeapon != nullptr)
*OutIsFogWeapon = Parms.OutIsFogWeapon;
}
// Function GameNoce.NocePlayerInventoryComponent.HandleRecordDataToNextRound
// (Final, Native, Public, BlueprintCallable)
void UNocePlayerInventoryComponent::HandleRecordDataToNextRound()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "HandleRecordDataToNextRound");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerInventoryComponent.HasAnyWeapon
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerInventoryComponent::HasAnyWeapon()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "HasAnyWeapon");
Params::NocePlayerInventoryComponent_HasAnyWeapon Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerInventoryComponent.HasKeyItem
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// const class FName ID (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerInventoryComponent::HasKeyItem(const class FName ID)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "HasKeyItem");
Params::NocePlayerInventoryComponent_HasKeyItem Parms{};
Parms.ID = ID;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerInventoryComponent.HasLetter
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// const class FName ID (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerInventoryComponent::HasLetter(const class FName ID)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "HasLetter");
Params::NocePlayerInventoryComponent_HasLetter Parms{};
Parms.ID = ID;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerInventoryComponent.HasNoteShownHintNotebookIDs
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerInventoryComponent::HasNoteShownHintNotebookIDs()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "HasNoteShownHintNotebookIDs");
Params::NocePlayerInventoryComponent_HasNoteShownHintNotebookIDs Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerInventoryComponent.HasOmamori
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const class FName ID (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerInventoryComponent::HasOmamori(const class FName ID)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "HasOmamori");
Params::NocePlayerInventoryComponent_HasOmamori Parms{};
Parms.ID = ID;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerInventoryComponent.HasWeapon
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// const class FName ID (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerInventoryComponent::HasWeapon(const class FName ID)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "HasWeapon");
Params::NocePlayerInventoryComponent_HasWeapon Parms{};
Parms.ID = ID;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerInventoryComponent.HasWeaponSafe
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// const class FName ID (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const bool IsFogWeapon (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerInventoryComponent::HasWeaponSafe(const class FName ID, const bool IsFogWeapon)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "HasWeaponSafe");
Params::NocePlayerInventoryComponent_HasWeaponSafe Parms{};
Parms.ID = ID;
Parms.IsFogWeapon = IsFogWeapon;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerInventoryComponent.IsConsumableEmpty
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerInventoryComponent::IsConsumableEmpty()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "IsConsumableEmpty");
Params::NocePlayerInventoryComponent_IsConsumableEmpty Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerInventoryComponent.IsFaithItemType
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class FName ID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerInventoryComponent::IsFaithItemType(class FName ID)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "IsFaithItemType");
Params::NocePlayerInventoryComponent_IsFaithItemType Parms{};
Parms.ID = ID;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerInventoryComponent.IsInShortcutConsumables
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const class FName& ID (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerInventoryComponent::IsInShortcutConsumables(const class FName& ID)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "IsInShortcutConsumables");
Params::NocePlayerInventoryComponent_IsInShortcutConsumables Parms{};
Parms.ID = ID;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerInventoryComponent.IsInventoryEmpty
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerInventoryComponent::IsInventoryEmpty()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "IsInventoryEmpty");
Params::NocePlayerInventoryComponent_IsInventoryEmpty Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerInventoryComponent.IsInventoryItemEmpty
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// ENoceInventoryType InventoryType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ENoceNotebookType NotebookType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerInventoryComponent::IsInventoryItemEmpty(ENoceInventoryType InventoryType, ENoceNotebookType NotebookType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "IsInventoryItemEmpty");
Params::NocePlayerInventoryComponent_IsInventoryItemEmpty Parms{};
Parms.InventoryType = InventoryType;
Parms.NotebookType = NotebookType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerInventoryComponent.IsItemEmaUsed
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName EmaName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerInventoryComponent::IsItemEmaUsed(class FName EmaName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "IsItemEmaUsed");
Params::NocePlayerInventoryComponent_IsItemEmaUsed Parms{};
Parms.EmaName = EmaName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerInventoryComponent.IsKeyItemEma
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// const class FName ID (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerInventoryComponent::IsKeyItemEma(const class FName ID)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "IsKeyItemEma");
Params::NocePlayerInventoryComponent_IsKeyItemEma Parms{};
Parms.ID = ID;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerInventoryComponent.IsNewItem
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const class FName ID (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ENoceInventoryType InventoryType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ENoceNotebookType NotebookType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerInventoryComponent::IsNewItem(const class FName ID, ENoceInventoryType InventoryType, ENoceNotebookType NotebookType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "IsNewItem");
Params::NocePlayerInventoryComponent_IsNewItem Parms{};
Parms.ID = ID;
Parms.InventoryType = InventoryType;
Parms.NotebookType = NotebookType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerInventoryComponent.IsNewItemInInventory
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const class FName ID (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ENoceInventoryType InventoryType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerInventoryComponent::IsNewItemInInventory(const class FName ID, ENoceInventoryType InventoryType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "IsNewItemInInventory");
Params::NocePlayerInventoryComponent_IsNewItemInInventory Parms{};
Parms.ID = ID;
Parms.InventoryType = InventoryType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerInventoryComponent.IsOmamoriEmpty
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerInventoryComponent::IsOmamoriEmpty()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "IsOmamoriEmpty");
Params::NocePlayerInventoryComponent_IsOmamoriEmpty Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerInventoryComponent.IsSpecifyOmamoriEquipped
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class FName ID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerInventoryComponent::IsSpecifyOmamoriEquipped(class FName ID)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "IsSpecifyOmamoriEquipped");
Params::NocePlayerInventoryComponent_IsSpecifyOmamoriEquipped Parms{};
Parms.ID = ID;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerInventoryComponent.IsUseFogWeaponInventory
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerInventoryComponent::IsUseFogWeaponInventory()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "IsUseFogWeaponInventory");
Params::NocePlayerInventoryComponent_IsUseFogWeaponInventory Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerInventoryComponent.IsWeaponFull
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerInventoryComponent::IsWeaponFull()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "IsWeaponFull");
Params::NocePlayerInventoryComponent_IsWeaponFull Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerInventoryComponent.RemoveConsumable
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const class FName ID (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const int32 Quantity (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const bool RemovedDueSold (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerInventoryComponent::RemoveConsumable(const class FName ID, const int32 Quantity, const bool RemovedDueSold)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "RemoveConsumable");
Params::NocePlayerInventoryComponent_RemoveConsumable Parms{};
Parms.ID = ID;
Parms.Quantity = Quantity;
Parms.RemovedDueSold = RemovedDueSold;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerInventoryComponent.RemoveKeyItem
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const class FName ID (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerInventoryComponent::RemoveKeyItem(const class FName ID)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "RemoveKeyItem");
Params::NocePlayerInventoryComponent_RemoveKeyItem Parms{};
Parms.ID = ID;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerInventoryComponent.RemoveKeyItemEma
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const int32 Quantity (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerInventoryComponent::RemoveKeyItemEma(const int32 Quantity)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "RemoveKeyItemEma");
Params::NocePlayerInventoryComponent_RemoveKeyItemEma Parms{};
Parms.Quantity = Quantity;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerInventoryComponent.RemoveLetter
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const class FName ID (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerInventoryComponent::RemoveLetter(const class FName ID)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "RemoveLetter");
Params::NocePlayerInventoryComponent_RemoveLetter Parms{};
Parms.ID = ID;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerInventoryComponent.RemoveOmamori
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const class FName ID (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const bool RemoveViewed (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerInventoryComponent::RemoveOmamori(const class FName ID, const bool RemoveViewed)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "RemoveOmamori");
Params::NocePlayerInventoryComponent_RemoveOmamori Parms{};
Parms.ID = ID;
Parms.RemoveViewed = RemoveViewed;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerInventoryComponent.RemoveViewedItemInInventory
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const class FName ID (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ENoceInventoryType InventoryType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerInventoryComponent::RemoveViewedItemInInventory(const class FName ID, ENoceInventoryType InventoryType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "RemoveViewedItemInInventory");
Params::NocePlayerInventoryComponent_RemoveViewedItemInInventory Parms{};
Parms.ID = ID;
Parms.InventoryType = InventoryType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerInventoryComponent.ResetConsumableAndShortcut
// (Final, Native, Public, BlueprintCallable)
void UNocePlayerInventoryComponent::ResetConsumableAndShortcut()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "ResetConsumableAndShortcut");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerInventoryComponent.ResetDarkWeaponInventory
// (Final, Native, Public, BlueprintCallable)
void UNocePlayerInventoryComponent::ResetDarkWeaponInventory()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "ResetDarkWeaponInventory");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerInventoryComponent.ResetFogWeaponInventory
// (Final, Native, Public, BlueprintCallable)
void UNocePlayerInventoryComponent::ResetFogWeaponInventory()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "ResetFogWeaponInventory");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerInventoryComponent.ResetInventory
// (Final, Native, Public, BlueprintCallable)
void UNocePlayerInventoryComponent::ResetInventory()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "ResetInventory");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerInventoryComponent.ResetWeaponInventory
// (Final, Native, Public, BlueprintCallable)
void UNocePlayerInventoryComponent::ResetWeaponInventory()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "ResetWeaponInventory");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerInventoryComponent.SetConsumableSlotNum
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 NewSlotNum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerInventoryComponent::SetConsumableSlotNum(int32 NewSlotNum)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "SetConsumableSlotNum");
Params::NocePlayerInventoryComponent_SetConsumableSlotNum Parms{};
Parms.NewSlotNum = NewSlotNum;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerInventoryComponent.SetEquippedWeaponDurability
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const class FName ID (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const float Durability (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerInventoryComponent::SetEquippedWeaponDurability(const class FName ID, const float Durability)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "SetEquippedWeaponDurability");
Params::NocePlayerInventoryComponent_SetEquippedWeaponDurability Parms{};
Parms.ID = ID;
Parms.Durability = Durability;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerInventoryComponent.SetLastNotebookContent
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const ENoceNotebookType Type (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FName Content (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerInventoryComponent::SetLastNotebookContent(const ENoceNotebookType Type, const class FName Content)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "SetLastNotebookContent");
Params::NocePlayerInventoryComponent_SetLastNotebookContent Parms{};
Parms.Type = Type;
Parms.Content = Content;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerInventoryComponent.SetLastNotebookNameIndex
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const ENoceNotebookType Type (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 NewIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerInventoryComponent::SetLastNotebookNameIndex(const ENoceNotebookType Type, int32 NewIndex)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "SetLastNotebookNameIndex");
Params::NocePlayerInventoryComponent_SetLastNotebookNameIndex Parms{};
Parms.Type = Type;
Parms.NewIndex = NewIndex;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerInventoryComponent.SetLastNotebookType
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const ENoceNotebookType Type (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerInventoryComponent::SetLastNotebookType(const ENoceNotebookType Type)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "SetLastNotebookType");
Params::NocePlayerInventoryComponent_SetLastNotebookType Parms{};
Parms.Type = Type;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerInventoryComponent.SetLastSelectConsumableIndex
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const int32 Index_0 (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerInventoryComponent::SetLastSelectConsumableIndex(const int32 Index_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "SetLastSelectConsumableIndex");
Params::NocePlayerInventoryComponent_SetLastSelectConsumableIndex Parms{};
Parms.Index_0 = Index_0;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerInventoryComponent.SetLastViewedLetter
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const class FName ID (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerInventoryComponent::SetLastViewedLetter(const class FName ID)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "SetLastViewedLetter");
Params::NocePlayerInventoryComponent_SetLastViewedLetter Parms{};
Parms.ID = ID;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerInventoryComponent.SetOmamoriSlotNum
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 NewSlotNum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerInventoryComponent::SetOmamoriSlotNum(int32 NewSlotNum)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "SetOmamoriSlotNum");
Params::NocePlayerInventoryComponent_SetOmamoriSlotNum Parms{};
Parms.NewSlotNum = NewSlotNum;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerInventoryComponent.SetWeaponDurability
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const int32 Index_0 (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const bool IsFogWeapon (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const float Durability (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerInventoryComponent::SetWeaponDurability(const int32 Index_0, const bool IsFogWeapon, const float Durability)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "SetWeaponDurability");
Params::NocePlayerInventoryComponent_SetWeaponDurability Parms{};
Parms.Index_0 = Index_0;
Parms.IsFogWeapon = IsFogWeapon;
Parms.Durability = Durability;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerInventoryComponent.SetWeaponInventoryType
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool IsFogWeapon (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool AutoEquipIfNeeded (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerInventoryComponent::SetWeaponInventoryType(bool IsFogWeapon, bool AutoEquipIfNeeded)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "SetWeaponInventoryType");
Params::NocePlayerInventoryComponent_SetWeaponInventoryType Parms{};
Parms.IsFogWeapon = IsFogWeapon;
Parms.AutoEquipIfNeeded = AutoEquipIfNeeded;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerInventoryComponent.TransferFaithItemToUsed
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName ID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 Quanity (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerInventoryComponent::TransferFaithItemToUsed(class FName ID, int32 Quanity)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "TransferFaithItemToUsed");
Params::NocePlayerInventoryComponent_TransferFaithItemToUsed Parms{};
Parms.ID = ID;
Parms.Quanity = Quanity;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerInventoryComponent.TryEquipLastUsedWeapon
// (Final, Native, Public, BlueprintCallable)
void UNocePlayerInventoryComponent::TryEquipLastUsedWeapon()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "TryEquipLastUsedWeapon");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerInventoryComponent.TryToChangeWeapon
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerInventoryComponent::TryToChangeWeapon(int32 Index_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "TryToChangeWeapon");
Params::NocePlayerInventoryComponent_TryToChangeWeapon Parms{};
Parms.Index_0 = Index_0;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerInventoryComponent.TryToUseConsumableItem
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerInventoryComponent::TryToUseConsumableItem(int32 Index_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "TryToUseConsumableItem");
Params::NocePlayerInventoryComponent_TryToUseConsumableItem Parms{};
Parms.Index_0 = Index_0;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerInventoryComponent.UnequipConsumable
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const int32 Index_0 (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerInventoryComponent::UnequipConsumable(const int32 Index_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "UnequipConsumable");
Params::NocePlayerInventoryComponent_UnequipConsumable Parms{};
Parms.Index_0 = Index_0;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerInventoryComponent.UnequipConsumableByName
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const class FName& ID (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerInventoryComponent::UnequipConsumableByName(const class FName& ID)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "UnequipConsumableByName");
Params::NocePlayerInventoryComponent_UnequipConsumableByName Parms{};
Parms.ID = ID;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerInventoryComponent.UnEquipCurrentWeapon
// (Final, Native, Public, BlueprintCallable)
void UNocePlayerInventoryComponent::UnEquipCurrentWeapon()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "UnEquipCurrentWeapon");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerInventoryComponent.UnequipOmamori
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const int32 Index_0 (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerInventoryComponent::UnequipOmamori(const int32 Index_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "UnequipOmamori");
Params::NocePlayerInventoryComponent_UnequipOmamori Parms{};
Parms.Index_0 = Index_0;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerInventoryComponent.UpdateLastViewedConsumablesNum
// (Final, Native, Public, BlueprintCallable)
void UNocePlayerInventoryComponent::UpdateLastViewedConsumablesNum()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "UpdateLastViewedConsumablesNum");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerInventoryComponent.UpdateOmamoriSlotNum
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 RoundNum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 SlotSize (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerInventoryComponent::UpdateOmamoriSlotNum(int32 RoundNum, int32 SlotSize)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "UpdateOmamoriSlotNum");
Params::NocePlayerInventoryComponent_UpdateOmamoriSlotNum Parms{};
Parms.RoundNum = RoundNum;
Parms.SlotSize = SlotSize;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerInventoryComponent.UpdateWeaponShouldBeEquipped
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool Force (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerInventoryComponent::UpdateWeaponShouldBeEquipped(bool Force)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "UpdateWeaponShouldBeEquipped");
Params::NocePlayerInventoryComponent_UpdateWeaponShouldBeEquipped Parms{};
Parms.Force = Force;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerInventoryComponent.UseConsumable
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const class FName& ID (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerInventoryComponent::UseConsumable(const class FName& ID)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerInventoryComponent", "UseConsumable");
Params::NocePlayerInventoryComponent_UseConsumable Parms{};
Parms.ID = ID;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerLookAtSubsystem.FindLookAtTargetComponent
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// const struct FVector& InHeadLocation (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool InDebugDraw (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UNocePlayerLookAtTargetComponent* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UNocePlayerLookAtTargetComponent* UNocePlayerLookAtSubsystem::FindLookAtTargetComponent(const struct FVector& InHeadLocation, bool InDebugDraw)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerLookAtSubsystem", "FindLookAtTargetComponent");
Params::NocePlayerLookAtSubsystem_FindLookAtTargetComponent Parms{};
Parms.InHeadLocation = std::move(InHeadLocation);
Parms.InDebugDraw = InDebugDraw;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerLookTargetComponent.GetDisableBlendTime
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNocePlayerLookTargetComponent::GetDisableBlendTime()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerLookTargetComponent", "GetDisableBlendTime");
Params::NocePlayerLookTargetComponent_GetDisableBlendTime Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerLookTargetComponent.GetEnable
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerLookTargetComponent::GetEnable()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerLookTargetComponent", "GetEnable");
Params::NocePlayerLookTargetComponent_GetEnable Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerLookTargetComponent.GetEnableBlendTime
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNocePlayerLookTargetComponent::GetEnableBlendTime()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerLookTargetComponent", "GetEnableBlendTime");
Params::NocePlayerLookTargetComponent_GetEnableBlendTime Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerLookTargetComponent.GetNeedApplyLookAt
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePlayerLookTargetComponent::GetNeedApplyLookAt()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerLookTargetComponent", "GetNeedApplyLookAt");
Params::NocePlayerLookTargetComponent_GetNeedApplyLookAt Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerLookTargetComponent.GetPreviousLookAtLocation
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
struct FVector UNocePlayerLookTargetComponent::GetPreviousLookAtLocation()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerLookTargetComponent", "GetPreviousLookAtLocation");
Params::NocePlayerLookTargetComponent_GetPreviousLookAtLocation Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerLookTargetComponent.SetDisplaySystemInfo
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerLookTargetComponent::SetDisplaySystemInfo(bool InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerLookTargetComponent", "SetDisplaySystemInfo");
Params::NocePlayerLookTargetComponent_SetDisplaySystemInfo Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerLookTargetComponent.SetEnable
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerLookTargetComponent::SetEnable(bool InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerLookTargetComponent", "SetEnable");
Params::NocePlayerLookTargetComponent_SetEnable Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerLookTargetComponent.SetLookTarget
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor* InLookTarget (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerLookTargetComponent::SetLookTarget(class AActor* InLookTarget)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerLookTargetComponent", "SetLookTarget");
Params::NocePlayerLookTargetComponent_SetLookTarget Parms{};
Parms.InLookTarget = InLookTarget;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerLookTargetComponent.Update
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float InDeltaTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool InFindLookAtTarget (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerLookTargetComponent::Update(float InDeltaTime, bool InFindLookAtTarget)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerLookTargetComponent", "Update");
Params::NocePlayerLookTargetComponent_Update Parms{};
Parms.InDeltaTime = InDeltaTime;
Parms.InFindLookAtTarget = InFindLookAtTarget;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerStaminaComponent.AddContinuousDodgeCount
// (Final, Native, Public, BlueprintCallable)
void UNocePlayerStaminaComponent::AddContinuousDodgeCount()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerStaminaComponent", "AddContinuousDodgeCount");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerStaminaComponent.CostStamina
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName InStaminaKey (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerStaminaComponent::CostStamina(class FName InStaminaKey)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerStaminaComponent", "CostStamina");
Params::NocePlayerStaminaComponent_CostStamina Parms{};
Parms.InStaminaKey = InStaminaKey;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerStaminaComponent.GetStaminaByRowName
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName InRowName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNocePlayerStaminaComponent::GetStaminaByRowName(class FName InRowName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerStaminaComponent", "GetStaminaByRowName");
Params::NocePlayerStaminaComponent_GetStaminaByRowName Parms{};
Parms.InRowName = InRowName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerStaminaComponent.HandleOnPossessed
// (Final, Native, Protected)
// Parameters:
// bool InPossessed (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerStaminaComponent::HandleOnPossessed(bool InPossessed)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerStaminaComponent", "HandleOnPossessed");
Params::NocePlayerStaminaComponent_HandleOnPossessed Parms{};
Parms.InPossessed = InPossessed;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerStaminaComponent.HandleStaminaDamage
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float InStaminaDamage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerStaminaComponent::HandleStaminaDamage(float InStaminaDamage)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerStaminaComponent", "HandleStaminaDamage");
Params::NocePlayerStaminaComponent_HandleStaminaDamage Parms{};
Parms.InStaminaDamage = InStaminaDamage;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerStaminaComponent.OnResetDodgeCountTimerUp
// (Final, Native, Protected)
void UNocePlayerStaminaComponent::OnResetDodgeCountTimerUp()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerStaminaComponent", "OnResetDodgeCountTimerUp");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerStaminaComponent.ResetContinuousDodgeCount
// (Final, Native, Public, BlueprintCallable)
void UNocePlayerStaminaComponent::ResetContinuousDodgeCount()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerStaminaComponent", "ResetContinuousDodgeCount");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerStaminaComponent.ResetStaminaTiredTime
// (Final, Native, Public, BlueprintCallable)
void UNocePlayerStaminaComponent::ResetStaminaTiredTime()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerStaminaComponent", "ResetStaminaTiredTime");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerStaminaComponent.UpdateStaminaTiredTime
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float InCostStamina (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePlayerStaminaComponent::UpdateStaminaTiredTime(float InCostStamina)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePlayerStaminaComponent", "UpdateStaminaTiredTime");
Params::NocePlayerStaminaComponent_UpdateStaminaTiredTime Parms{};
Parms.InCostStamina = InCostStamina;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePlayerTriggerInterface.GetDebugActiveColor
// (Native, Event, Public, HasDefaults, BlueprintEvent)
// Parameters:
// struct FColor ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
struct FColor INocePlayerTriggerInterface::GetDebugActiveColor()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("NocePlayerTriggerInterface", "GetDebugActiveColor");
Params::NocePlayerTriggerInterface_GetDebugActiveColor Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerTriggerInterface.GetDebugTriggerInfo
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// class FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class FString INocePlayerTriggerInterface::GetDebugTriggerInfo()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("NocePlayerTriggerInterface", "GetDebugTriggerInfo");
Params::NocePlayerTriggerInterface_GetDebugTriggerInfo Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerTriggerInterface.GetDebugTriggerTitle
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// class FString ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class FString INocePlayerTriggerInterface::GetDebugTriggerTitle()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("NocePlayerTriggerInterface", "GetDebugTriggerTitle");
Params::NocePlayerTriggerInterface_GetDebugTriggerTitle Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerTriggerInterface.GetHintboxes
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// TArray<class UBoxComponent*> ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
TArray<class UBoxComponent*> INocePlayerTriggerInterface::GetHintboxes()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("NocePlayerTriggerInterface", "GetHintboxes");
Params::NocePlayerTriggerInterface_GetHintboxes Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerTriggerInterface.GetHintSphere
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// class USphereComponent* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class USphereComponent* INocePlayerTriggerInterface::GetHintSphere()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("NocePlayerTriggerInterface", "GetHintSphere");
Params::NocePlayerTriggerInterface_GetHintSphere Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerTriggerInterface.GetTriggerBox
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// class UBoxComponent* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UBoxComponent* INocePlayerTriggerInterface::GetTriggerBox()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("NocePlayerTriggerInterface", "GetTriggerBox");
Params::NocePlayerTriggerInterface_GetTriggerBox Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerTriggerInterface.IsPlayerOverlapping
// (Native, Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool INocePlayerTriggerInterface::IsPlayerOverlapping()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("NocePlayerTriggerInterface", "IsPlayerOverlapping");
Params::NocePlayerTriggerInterface_IsPlayerOverlapping Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerTriggerInterface.IsTriggerAvailable
// (Native, Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool INocePlayerTriggerInterface::IsTriggerAvailable()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("NocePlayerTriggerInterface", "IsTriggerAvailable");
Params::NocePlayerTriggerInterface_IsTriggerAvailable Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePlayerTriggerInterface.IsTriggerEnabled
// (Native, Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool INocePlayerTriggerInterface::IsTriggerEnabled()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("NocePlayerTriggerInterface", "IsTriggerEnabled");
Params::NocePlayerTriggerInterface_IsTriggerEnabled Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePopWindowWidget.GetCurrentType
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENoceUIPopWindowType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ENoceUIPopWindowType UNocePopWindowWidget::GetCurrentType()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePopWindowWidget", "GetCurrentType");
Params::NocePopWindowWidget_GetCurrentType Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NocePopWindowWidget.OnListMouseConfirm
// (Final, Native, Protected)
// Parameters:
// int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePopWindowWidget::OnListMouseConfirm(int32 Index_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePopWindowWidget", "OnListMouseConfirm");
Params::NocePopWindowWidget_OnListMouseConfirm Parms{};
Parms.Index_0 = Index_0;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePopWindowWidget.SetDefaultIndex
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 InIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePopWindowWidget::SetDefaultIndex(int32 InIndex)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePopWindowWidget", "SetDefaultIndex");
Params::NocePopWindowWidget_SetDefaultIndex Parms{};
Parms.InIndex = InIndex;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePopWindowWidget.SetDialog
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const class FText& InDialogText (Parm, NativeAccessSpecifierPublic)
void UNocePopWindowWidget::SetDialog(const class FText& InDialogText)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePopWindowWidget", "SetDialog");
Params::NocePopWindowWidget_SetDialog Parms{};
Parms.InDialogText = std::move(InDialogText);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePopWindowWidget.SetProperties
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const class FText& InDialogText (Parm, NativeAccessSpecifierPublic)
// const TArray<class FText>& InButtonTexts (Parm, ZeroConstructor, NativeAccessSpecifierPublic)
// const TArray<class FName>& InButtonActionNames (Parm, ZeroConstructor, NativeAccessSpecifierPublic)
void UNocePopWindowWidget::SetProperties(const class FText& InDialogText, const TArray<class FText>& InButtonTexts, const TArray<class FName>& InButtonActionNames)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePopWindowWidget", "SetProperties");
Params::NocePopWindowWidget_SetProperties Parms{};
Parms.InDialogText = std::move(InDialogText);
Parms.InButtonTexts = std::move(InButtonTexts);
Parms.InButtonActionNames = std::move(InButtonActionNames);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePopWindowWidget.SetSound
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const struct FNeoAudioTriggerIdHandle& InFadeInSound (Parm, NoDestructor, NativeAccessSpecifierPublic)
// const TArray<struct FNeoAudioTriggerIdHandle>&InConfirmSound (Parm, ZeroConstructor, NativeAccessSpecifierPublic)
// const struct FNeoAudioTriggerIdHandle& InCancelSound (Parm, NoDestructor, NativeAccessSpecifierPublic)
void UNocePopWindowWidget::SetSound(const struct FNeoAudioTriggerIdHandle& InFadeInSound, const TArray<struct FNeoAudioTriggerIdHandle>& InConfirmSound, const struct FNeoAudioTriggerIdHandle& InCancelSound)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePopWindowWidget", "SetSound");
Params::NocePopWindowWidget_SetSound Parms{};
Parms.InFadeInSound = std::move(InFadeInSound);
Parms.InConfirmSound = std::move(InConfirmSound);
Parms.InCancelSound = std::move(InCancelSound);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePopWindowWidget.SetType
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENoceUIPopWindowType InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNocePopWindowWidget::SetType(ENoceUIPopWindowType InType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePopWindowWidget", "SetType");
Params::NocePopWindowWidget_SetType Parms{};
Parms.InType = InType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NocePopWindowWidget.ShowHpAdd
// (Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// float AddedHP (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNocePopWindowWidget::ShowHpAdd(float AddedHP)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NocePopWindowWidget", "ShowHpAdd");
Params::NocePopWindowWidget_ShowHpAdd Parms{};
Parms.AddedHP = AddedHP;
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function GameNoce.NoceProfilingActor.BindCmd_ReleaseFPS
// (Final, Native, Static, Public)
// Parameters:
// bool bEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceProfilingActor::BindCmd_ReleaseFPS(bool bEnable)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceProfilingActor", "BindCmd_ReleaseFPS");
Params::NoceProfilingActor_BindCmd_ReleaseFPS Parms{};
Parms.bEnable = bEnable;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceProfilingActor.BindCmd_StartProfiling
// (Final, Native, Static, Public)
// Parameters:
// int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceProfilingActor::BindCmd_StartProfiling(int32 Index_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceProfilingActor", "BindCmd_StartProfiling");
Params::NoceProfilingActor_BindCmd_StartProfiling Parms{};
Parms.Index_0 = Index_0;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceProfilingActor.BindCmd_StopProfiling
// (Final, Native, Static, Public)
void ANoceProfilingActor::BindCmd_StopProfiling()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceProfilingActor", "BindCmd_StopProfiling");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceProfilingActor.GetRobustWorld
// (Final, Native, Static, Public)
// Parameters:
// class UWorld* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UWorld* ANoceProfilingActor::GetRobustWorld()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceProfilingActor", "GetRobustWorld");
Params::NoceProfilingActor_GetRobustWorld Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceProfilingActor.IsStartProfiling
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceProfilingActor::IsStartProfiling()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceProfilingActor", "IsStartProfiling");
Params::NoceProfilingActor_IsStartProfiling Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceProfilingActor.InternalStartProfiling
// (Native, Event, Protected, BlueprintEvent)
// Parameters:
// bool bEnableMemInsight (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceProfilingActor::InternalStartProfiling(bool bEnableMemInsight)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceProfilingActor", "InternalStartProfiling");
Params::NoceProfilingActor_InternalStartProfiling Parms{};
Parms.bEnableMemInsight = bEnableMemInsight;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceProfilingActor.InternalStopProfiling
// (Native, Event, Protected, BlueprintEvent)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool ANoceProfilingActor::InternalStopProfiling()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceProfilingActor", "InternalStopProfiling");
Params::NoceProfilingActor_InternalStopProfiling Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceProfilingActor.StartDefaultProfiling
// (Final, Native, Public, BlueprintCallable)
void ANoceProfilingActor::StartDefaultProfiling()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceProfilingActor", "StartDefaultProfiling");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceProfilingActor.StartMemProfiling
// (Final, Native, Public, BlueprintCallable)
void ANoceProfilingActor::StartMemProfiling()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceProfilingActor", "StartMemProfiling");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceProfilingActor.StartProfiling
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool bEnableMemInsight (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceProfilingActor::StartProfiling(bool bEnableMemInsight)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceProfilingActor", "StartProfiling");
Params::NoceProfilingActor_StartProfiling Parms{};
Parms.bEnableMemInsight = bEnableMemInsight;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceProfilingActor.StopProfiling
// (Final, Native, Public, BlueprintCallable)
void ANoceProfilingActor::StopProfiling()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceProfilingActor", "StopProfiling");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceProfilingActor.UpdateCPUBoundComp
// (Final, Native, Protected)
void ANoceProfilingActor::UpdateCPUBoundComp()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceProfilingActor", "UpdateCPUBoundComp");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceQuestWidget.ShowQuest
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const class FText& Text (Parm, NativeAccessSpecifierPublic)
void UNoceQuestWidget::ShowQuest(const class FText& Text)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceQuestWidget", "ShowQuest");
Params::NoceQuestWidget_ShowQuest Parms{};
Parms.Text = std::move(Text);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceReplaceConsumableWidget.OnRefreshSelection
// (Final, Native, Protected)
// Parameters:
// int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceReplaceConsumableWidget::OnRefreshSelection(int32 Index_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceReplaceConsumableWidget", "OnRefreshSelection");
Params::NoceReplaceConsumableWidget_OnRefreshSelection Parms{};
Parms.Index_0 = Index_0;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceReplaceConsumableWidget.ShowConsumable
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName InID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 InQuantity (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* PickupActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceReplaceConsumableWidget::ShowConsumable(class FName InID, int32 InQuantity, class AActor* PickupActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceReplaceConsumableWidget", "ShowConsumable");
Params::NoceReplaceConsumableWidget_ShowConsumable Parms{};
Parms.InID = InID;
Parms.InQuantity = InQuantity;
Parms.PickupActor = PickupActor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceRichTextBlock.SetApplyOutlineToDropShadows
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const bool InValue (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceRichTextBlock::SetApplyOutlineToDropShadows(const bool InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceRichTextBlock", "SetApplyOutlineToDropShadows");
Params::NoceRichTextBlock_SetApplyOutlineToDropShadows Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceRichTextBlock.SetColorAndOpacity
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const struct FSlateColor& InValue (ConstParm, Parm, NativeAccessSpecifierPublic)
void UNoceRichTextBlock::SetColorAndOpacity(const struct FSlateColor& InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceRichTextBlock", "SetColorAndOpacity");
Params::NoceRichTextBlock_SetColorAndOpacity Parms{};
Parms.InValue = std::move(InValue);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceRichTextBlock.SetFontMaterial
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UMaterialInterface* InValue (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceRichTextBlock::SetFontMaterial(class UMaterialInterface* InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceRichTextBlock", "SetFontMaterial");
Params::NoceRichTextBlock_SetFontMaterial Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceRichTextBlock.SetOutlineBlur
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const int32 InValue (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceRichTextBlock::SetOutlineBlur(const int32 InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceRichTextBlock", "SetOutlineBlur");
Params::NoceRichTextBlock_SetOutlineBlur Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceRichTextBlock.SetOutlineColor
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// const struct FLinearColor& InValue (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceRichTextBlock::SetOutlineColor(const struct FLinearColor& InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceRichTextBlock", "SetOutlineColor");
Params::NoceRichTextBlock_SetOutlineColor Parms{};
Parms.InValue = std::move(InValue);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceRichTextBlock.SetOutlineMaterial
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UMaterialInterface* InValue (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceRichTextBlock::SetOutlineMaterial(class UMaterialInterface* InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceRichTextBlock", "SetOutlineMaterial");
Params::NoceRichTextBlock_SetOutlineMaterial Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceRichTextBlock.SetOutlineSize
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const int32 InValue (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceRichTextBlock::SetOutlineSize(const int32 InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceRichTextBlock", "SetOutlineSize");
Params::NoceRichTextBlock_SetOutlineSize Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceRichTextBlock.SetSeparateFillAlpha
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const bool InValue (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceRichTextBlock::SetSeparateFillAlpha(const bool InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceRichTextBlock", "SetSeparateFillAlpha");
Params::NoceRichTextBlock_SetSeparateFillAlpha Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceRichTextBlock.SetShadowColorAndOpacity
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// const struct FLinearColor& InValue (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceRichTextBlock::SetShadowColorAndOpacity(const struct FLinearColor& InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceRichTextBlock", "SetShadowColorAndOpacity");
Params::NoceRichTextBlock_SetShadowColorAndOpacity Parms{};
Parms.InValue = std::move(InValue);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceRichTextBlock.SetShadowOffset
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// const struct FVector2D& InValue (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceRichTextBlock::SetShadowOffset(const struct FVector2D& InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceRichTextBlock", "SetShadowOffset");
Params::NoceRichTextBlock_SetShadowOffset Parms{};
Parms.InValue = std::move(InValue);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSanitySpawnVolume.OnGameProgressChanged
// (Final, Native, Protected)
// Parameters:
// const struct FGameplayTag& NewTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceSanitySpawnVolume::OnGameProgressChanged(const struct FGameplayTag& NewTag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSanitySpawnVolume", "OnGameProgressChanged");
Params::NoceSanitySpawnVolume_OnGameProgressChanged Parms{};
Parms.NewTag = std::move(NewTag);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSanitySpawnVolume.OnOverlapBegin
// (Final, Native, Protected)
// Parameters:
// class AActor* OverlappedActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* OtherActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceSanitySpawnVolume::OnOverlapBegin(class AActor* OverlappedActor, class AActor* OtherActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSanitySpawnVolume", "OnOverlapBegin");
Params::NoceSanitySpawnVolume_OnOverlapBegin Parms{};
Parms.OverlappedActor = OverlappedActor;
Parms.OtherActor = OtherActor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSanitySpawnVolume.OnOverlapEnd
// (Final, Native, Protected)
// Parameters:
// class AActor* OverlappedActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* OtherActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceSanitySpawnVolume::OnOverlapEnd(class AActor* OverlappedActor, class AActor* OtherActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSanitySpawnVolume", "OnOverlapEnd");
Params::NoceSanitySpawnVolume_OnOverlapEnd Parms{};
Parms.OverlappedActor = OverlappedActor;
Parms.OtherActor = OtherActor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSavableInterface.RequestCreateRecordDataBP
// (Native, Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AActor* InActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void INoceSavableInterface::RequestCreateRecordDataBP(class AActor* InActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("NoceSavableInterface", "RequestCreateRecordDataBP");
Params::NoceSavableInterface_RequestCreateRecordDataBP Parms{};
Parms.InActor = InActor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.SaveLoadUIObject.AnyEndingCleared
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool USaveLoadUIObject::AnyEndingCleared()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("SaveLoadUIObject", "AnyEndingCleared");
Params::SaveLoadUIObject_AnyEndingCleared Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.SaveLoadUIObject.IsEndingCleared
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// ENoceEndingType EndingType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool USaveLoadUIObject::IsEndingCleared(ENoceEndingType EndingType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("SaveLoadUIObject", "IsEndingCleared");
Params::SaveLoadUIObject_IsEndingCleared Parms{};
Parms.EndingType = EndingType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSaveLoadWidget.CacheGameClearedFlag
// (Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceSaveLoadWidget::CacheGameClearedFlag()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveLoadWidget", "CacheGameClearedFlag");
Params::NoceSaveLoadWidget_CacheGameClearedFlag Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function GameNoce.NoceSaveLoadWidget.IsCleared
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENoceEndingType InCheckEndingType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 InEndingClearBit (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceSaveLoadWidget::IsCleared(ENoceEndingType InCheckEndingType, int32 InEndingClearBit)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveLoadWidget", "IsCleared");
Params::NoceSaveLoadWidget_IsCleared Parms{};
Parms.InCheckEndingType = InCheckEndingType;
Parms.InEndingClearBit = InEndingClearBit;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSaveLoadWidget.ShowLoadGame
// (Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool InDisableClearGame (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSaveLoadWidget::ShowLoadGame(bool InDisableClearGame)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveLoadWidget", "ShowLoadGame");
Params::NoceSaveLoadWidget_ShowLoadGame Parms{};
Parms.InDisableClearGame = InDisableClearGame;
UObject::ProcessEvent(Func, &Parms);
}
// Function GameNoce.NoceSaveLoadWidget.ShowSaveClearGame
// (Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool InCheckFirstTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ENoceEndingType InCheckEndingType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceSaveLoadWidget::ShowSaveClearGame(bool InCheckFirstTime, ENoceEndingType InCheckEndingType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveLoadWidget", "ShowSaveClearGame");
Params::NoceSaveLoadWidget_ShowSaveClearGame Parms{};
Parms.InCheckFirstTime = InCheckFirstTime;
Parms.InCheckEndingType = InCheckEndingType;
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function GameNoce.NoceSaveLoadWidget.ShowSaveGame
// (Event, Public, BlueprintCallable, BlueprintEvent)
void UNoceSaveLoadWidget::ShowSaveGame()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSaveLoadWidget", "ShowSaveGame");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameNoce.NoceSavePointUpgradeDataAsset.GetAddOmamoriCosts
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// ENoceRoundType round (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<int32> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<int32> UNoceSavePointUpgradeDataAsset::GetAddOmamoriCosts(ENoceRoundType round)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSavePointUpgradeDataAsset", "GetAddOmamoriCosts");
Params::NoceSavePointUpgradeDataAsset_GetAddOmamoriCosts Parms{};
Parms.round = round;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSavePointUpgradeDataAsset.GetCost
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// ENoceUpgradeType Type (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ENoceRoundType round (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 CurrentLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UNoceSavePointUpgradeDataAsset::GetCost(ENoceUpgradeType Type, ENoceRoundType round, int32 CurrentLevel)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSavePointUpgradeDataAsset", "GetCost");
Params::NoceSavePointUpgradeDataAsset_GetCost Parms{};
Parms.Type = Type;
Parms.round = round;
Parms.CurrentLevel = CurrentLevel;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSavePointUpgradeDataAsset.GetMaxLevel
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// ENoceUpgradeType Type (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ENoceRoundType round (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UNoceSavePointUpgradeDataAsset::GetMaxLevel(ENoceUpgradeType Type, ENoceRoundType round)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSavePointUpgradeDataAsset", "GetMaxLevel");
Params::NoceSavePointUpgradeDataAsset_GetMaxLevel Parms{};
Parms.Type = Type;
Parms.round = round;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSavePointWidget.CanClaimReward
// (Event, Protected, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceSavePointWidget::CanClaimReward()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSavePointWidget", "CanClaimReward");
Params::NoceSavePointWidget_CanClaimReward Parms{};
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function GameNoce.NoceSavePointWidget.CheckDLCProgressToEnableOffering
// (Event, Protected, HasOutParams, BlueprintEvent)
// Parameters:
// bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSavePointWidget::CheckDLCProgressToEnableOffering(bool* NoUse)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSavePointWidget", "CheckDLCProgressToEnableOffering");
Params::NoceSavePointWidget_CheckDLCProgressToEnableOffering Parms{};
UObject::ProcessEvent(Func, &Parms);
if (NoUse != nullptr)
*NoUse = Parms.NoUse;
}
// Function GameNoce.NoceSavePointWidget.CreatePageWidget
// (Final, Native, Protected, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// const struct FSoftClassPath& Path (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UNoceFocusableWidget** NewWidget (Parm, OutParm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSavePointWidget::CreatePageWidget(const struct FSoftClassPath& Path, class UNoceFocusableWidget** NewWidget)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSavePointWidget", "CreatePageWidget");
Params::NoceSavePointWidget_CreatePageWidget Parms{};
Parms.Path = std::move(Path);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (NewWidget != nullptr)
*NewWidget = Parms.NewWidget;
}
// Function GameNoce.NoceSavePointWidget.ExecuteObj
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UPauseListObject* Obj (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSavePointWidget::ExecuteObj(class UPauseListObject* Obj)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSavePointWidget", "ExecuteObj");
Params::NoceSavePointWidget_ExecuteObj Parms{};
Parms.Obj = Obj;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSavePointWidget.GetPauseListObjs
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// TArray<class UPauseListObject*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class UPauseListObject*> UNoceSavePointWidget::GetPauseListObjs()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSavePointWidget", "GetPauseListObjs");
Params::NoceSavePointWidget_GetPauseListObjs Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSavePointWidget.IsInPage
// (Final, Native, Protected, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceSavePointWidget::IsInPage()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSavePointWidget", "IsInPage");
Params::NoceSavePointWidget_IsInPage Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSavePointWidget.OnListMouseConfirm
// (Final, Native, Protected)
// Parameters:
// int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSavePointWidget::OnListMouseConfirm(int32 Index_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSavePointWidget", "OnListMouseConfirm");
Params::NoceSavePointWidget_OnListMouseConfirm Parms{};
Parms.Index_0 = Index_0;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSavePointWidget.OnPageClosed
// (Final, Native, Protected)
void UNoceSavePointWidget::OnPageClosed()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSavePointWidget", "OnPageClosed");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSavePointWidget.OnUpdateEmaNum
// (Final, Native, Protected)
void UNoceSavePointWidget::OnUpdateEmaNum()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSavePointWidget", "OnUpdateEmaNum");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSavePointWidget.OnUpdateFaithValue
// (Final, Native, Protected)
void UNoceSavePointWidget::OnUpdateFaithValue()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSavePointWidget", "OnUpdateFaithValue");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSavePointWidget.PlayTransition
// (Native, Event, Protected, HasOutParams, BlueprintEvent)
// Parameters:
// bool IsForward (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSavePointWidget::PlayTransition(bool IsForward, bool* NoUse)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSavePointWidget", "PlayTransition");
Params::NoceSavePointWidget_PlayTransition Parms{};
Parms.IsForward = IsForward;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (NoUse != nullptr)
*NoUse = Parms.NoUse;
}
// Function GameNoce.NoceSavePointWidget.ShowEmaNum
// (Event, Protected, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool IsShow (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceSavePointWidget::ShowEmaNum(bool IsShow)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSavePointWidget", "ShowEmaNum");
Params::NoceSavePointWidget_ShowEmaNum Parms{};
Parms.IsShow = IsShow;
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function GameNoce.NoceSavePointWidget.ShowFaithValue
// (Event, Protected, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool IsShow (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceSavePointWidget::ShowFaithValue(bool IsShow)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSavePointWidget", "ShowFaithValue");
Params::NoceSavePointWidget_ShowFaithValue Parms{};
Parms.IsShow = IsShow;
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function GameNoce.NoceSavePointWidget.ToBuyItem
// (Final, Native, Protected, BlueprintCallable)
void UNoceSavePointWidget::ToBuyItem()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSavePointWidget", "ToBuyItem");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSavePointWidget.ToBuyOmamori
// (Final, Native, Protected, BlueprintCallable)
void UNoceSavePointWidget::ToBuyOmamori()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSavePointWidget", "ToBuyOmamori");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSavePointWidget.ToClaimReward
// (Final, Native, Protected, BlueprintCallable)
void UNoceSavePointWidget::ToClaimReward()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSavePointWidget", "ToClaimReward");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSavePointWidget.ToClaimRewardBP
// (Event, Protected, HasOutParams, BlueprintEvent)
// Parameters:
// bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSavePointWidget::ToClaimRewardBP(bool* NoUse)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSavePointWidget", "ToClaimRewardBP");
Params::NoceSavePointWidget_ToClaimRewardBP Parms{};
UObject::ProcessEvent(Func, &Parms);
if (NoUse != nullptr)
*NoUse = Parms.NoUse;
}
// Function GameNoce.NoceSavePointWidget.ToHeal
// (Final, Native, Protected, BlueprintCallable)
void UNoceSavePointWidget::ToHeal()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSavePointWidget", "ToHeal");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSavePointWidget.ToHealSanity
// (Final, Native, Protected, BlueprintCallable)
void UNoceSavePointWidget::ToHealSanity()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSavePointWidget", "ToHealSanity");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSavePointWidget.ToPage
// (Final, Native, Protected, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// const struct FSoftClassPath& PageWidgetPath (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UNoceFocusableWidget** PageWidget (Parm, OutParm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSavePointWidget::ToPage(const struct FSoftClassPath& PageWidgetPath, class UNoceFocusableWidget** PageWidget)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSavePointWidget", "ToPage");
Params::NoceSavePointWidget_ToPage Parms{};
Parms.PageWidgetPath = std::move(PageWidgetPath);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (PageWidget != nullptr)
*PageWidget = Parms.PageWidget;
}
// Function GameNoce.NoceSavePointWidget.ToRepairWeapon
// (Final, Native, Protected, BlueprintCallable)
void UNoceSavePointWidget::ToRepairWeapon()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSavePointWidget", "ToRepairWeapon");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSavePointWidget.ToSaveGame
// (Final, Native, Protected, BlueprintCallable)
void UNoceSavePointWidget::ToSaveGame()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSavePointWidget", "ToSaveGame");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSavePointWidget.ToSellItem
// (Final, Native, Protected, BlueprintCallable)
void UNoceSavePointWidget::ToSellItem()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSavePointWidget", "ToSellItem");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSavePointWidget.ToSwitchOutfit
// (Final, Native, Protected, BlueprintCallable)
void UNoceSavePointWidget::ToSwitchOutfit()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSavePointWidget", "ToSwitchOutfit");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSavePointWidget.UpdateEmaNum
// (Event, Protected, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool WithAnimation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceSavePointWidget::UpdateEmaNum(bool WithAnimation)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSavePointWidget", "UpdateEmaNum");
Params::NoceSavePointWidget_UpdateEmaNum Parms{};
Parms.WithAnimation = WithAnimation;
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function GameNoce.NoceSavePointWidget.UpdateFaithValue
// (Event, Protected, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool WithAnimation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceSavePointWidget::UpdateFaithValue(bool WithAnimation)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSavePointWidget", "UpdateFaithValue");
Params::NoceSavePointWidget_UpdateFaithValue Parms{};
Parms.WithAnimation = WithAnimation;
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function GameNoce.NoceSetting_AudioOutputDevice.DefaultDeviceChanged
// (Final, Native, Public)
// Parameters:
// EAudioDeviceChangedRole InRole (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& DeviceID (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSetting_AudioOutputDevice::DefaultDeviceChanged(EAudioDeviceChangedRole InRole, const class FString& DeviceID)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSetting_AudioOutputDevice", "DefaultDeviceChanged");
Params::NoceSetting_AudioOutputDevice_DefaultDeviceChanged Parms{};
Parms.InRole = InRole;
Parms.DeviceID = std::move(DeviceID);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSetting_AudioOutputDevice.DeviceAddedOrRemoved
// (Final, Native, Public)
// Parameters:
// const class FString& DeviceID (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSetting_AudioOutputDevice::DeviceAddedOrRemoved(const class FString& DeviceID)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSetting_AudioOutputDevice", "DeviceAddedOrRemoved");
Params::NoceSetting_AudioOutputDevice_DeviceAddedOrRemoved Parms{};
Parms.DeviceID = std::move(DeviceID);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSetting_AudioOutputDevice.OnAudioOutputDevicesObtained
// (Final, Native, Public, HasOutParams)
// Parameters:
// const TArray<struct FAudioOutputDeviceInfo>&AvailableDevices (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
void UNoceSetting_AudioOutputDevice::OnAudioOutputDevicesObtained(const TArray<struct FAudioOutputDeviceInfo>& AvailableDevices)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSetting_AudioOutputDevice", "OnAudioOutputDevicesObtained");
Params::NoceSetting_AudioOutputDevice_OnAudioOutputDevicesObtained Parms{};
Parms.AvailableDevices = std::move(AvailableDevices);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSetting_AudioOutputDevice.OnCompletedDeviceSwap
// (Final, Native, Public, HasOutParams)
// Parameters:
// const struct FSwapAudioOutputResult& SwapResult (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
void UNoceSetting_AudioOutputDevice::OnCompletedDeviceSwap(const struct FSwapAudioOutputResult& SwapResult)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSetting_AudioOutputDevice", "OnCompletedDeviceSwap");
Params::NoceSetting_AudioOutputDevice_OnCompletedDeviceSwap Parms{};
Parms.SwapResult = std::move(SwapResult);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSpeakerRegister.RegisterSpeaker
// (Final, Native, Public, BlueprintCallable)
void UNoceSpeakerRegister::RegisterSpeaker()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSpeakerRegister", "RegisterSpeaker");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSpeakerRegister.UnregisterSpeaker
// (Final, Native, Public, BlueprintCallable)
void UNoceSpeakerRegister::UnregisterSpeaker()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSpeakerRegister", "UnregisterSpeaker");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceStreamByProgressComp.EnableStreamingFromGame
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InEnable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceStreamByProgressComp::EnableStreamingFromGame(bool InEnable)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceStreamByProgressComp", "EnableStreamingFromGame");
Params::NoceStreamByProgressComp_EnableStreamingFromGame Parms{};
Parms.InEnable = InEnable;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceStreamByProgressComp.ResetHiddenInGameActors
// (Final, Native, Public, BlueprintCallable)
void UNoceStreamByProgressComp::ResetHiddenInGameActors()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceStreamByProgressComp", "ResetHiddenInGameActors");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSubtitleSubsystem.ForbitSubtitleForSpecifiedLanguage
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const class FString& InLanguage (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool InForbit (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSubtitleSubsystem::ForbitSubtitleForSpecifiedLanguage(const class FString& InLanguage, bool InForbit)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSubtitleSubsystem", "ForbitSubtitleForSpecifiedLanguage");
Params::NoceSubtitleSubsystem_ForbitSubtitleForSpecifiedLanguage Parms{};
Parms.InLanguage = std::move(InLanguage);
Parms.InForbit = InForbit;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSubtitleSubsystem.GetCanShowSubtitle
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceSubtitleSubsystem::GetCanShowSubtitle()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSubtitleSubsystem", "GetCanShowSubtitle");
Params::NoceSubtitleSubsystem_GetCanShowSubtitle Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSubtitleSubsystem.OnSettingChanged
// (Final, Native, Protected)
// Parameters:
// class UNoceSystemSaveGame* Settings (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSubtitleSubsystem::OnSettingChanged(class UNoceSystemSaveGame* Settings)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSubtitleSubsystem", "OnSettingChanged");
Params::NoceSubtitleSubsystem_OnSettingChanged Parms{};
Parms.Settings = Settings;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSubtitleSubsystem.OnSystemSaveLoaded
// (Final, Native, Protected)
// Parameters:
// class UNoceSystemSaveGame* InSystemSave (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSubtitleSubsystem::OnSystemSaveLoaded(class UNoceSystemSaveGame* InSystemSave)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSubtitleSubsystem", "OnSystemSaveLoaded");
Params::NoceSubtitleSubsystem_OnSystemSaveLoaded Parms{};
Parms.InSystemSave = InSystemSave;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSubtitleSubsystem.RemoveAllCinematicNote
// (Final, Native, Public, BlueprintCallable)
void UNoceSubtitleSubsystem::RemoveAllCinematicNote()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSubtitleSubsystem", "RemoveAllCinematicNote");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSubtitleSubsystem.RemoveAllSubtitle
// (Final, Native, Public, BlueprintCallable)
void UNoceSubtitleSubsystem::RemoveAllSubtitle()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSubtitleSubsystem", "RemoveAllSubtitle");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSubtitleSubsystem.RequestCinematicNote
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const class FText& InSubstitleText (Parm, NativeAccessSpecifierPublic)
// float InDuration (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 InPriority (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSubtitleSubsystem::RequestCinematicNote(const class FText& InSubstitleText, float InDuration, int32 InPriority)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSubtitleSubsystem", "RequestCinematicNote");
Params::NoceSubtitleSubsystem_RequestCinematicNote Parms{};
Parms.InSubstitleText = std::move(InSubstitleText);
Parms.InDuration = InDuration;
Parms.InPriority = InPriority;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSubtitleSubsystem.RequestSubtitle
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const class FText& InSubstitleText (Parm, NativeAccessSpecifierPublic)
// float InDuration (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 InPriority (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ENoceSubtitleType InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool UseItalic (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool AlwaysShow (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSubtitleSubsystem::RequestSubtitle(const class FText& InSubstitleText, float InDuration, int32 InPriority, ENoceSubtitleType InType, bool UseItalic, bool AlwaysShow)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSubtitleSubsystem", "RequestSubtitle");
Params::NoceSubtitleSubsystem_RequestSubtitle Parms{};
Parms.InSubstitleText = std::move(InSubstitleText);
Parms.InDuration = InDuration;
Parms.InPriority = InPriority;
Parms.InType = InType;
Parms.UseItalic = UseItalic;
Parms.AlwaysShow = AlwaysShow;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSubtitleSubsystem.SetHideSubtitle
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InHide (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSubtitleSubsystem::SetHideSubtitle(bool InHide)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSubtitleSubsystem", "SetHideSubtitle");
Params::NoceSubtitleSubsystem_SetHideSubtitle Parms{};
Parms.InHide = InHide;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSubtitleWidgetBase.SetSubtitleBackground
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// ENoceGameSettingSubtitleBackground InBackground (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSubtitleWidgetBase::SetSubtitleBackground(ENoceGameSettingSubtitleBackground InBackground)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSubtitleWidgetBase", "SetSubtitleBackground");
Params::NoceSubtitleWidgetBase_SetSubtitleBackground Parms{};
Parms.InBackground = InBackground;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSubtitleWidgetBase.SetSubtitleEmptyLineBP
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSubtitleWidgetBase::SetSubtitleEmptyLineBP(int32 Index_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSubtitleWidgetBase", "SetSubtitleEmptyLineBP");
Params::NoceSubtitleWidgetBase_SetSubtitleEmptyLineBP Parms{};
Parms.Index_0 = Index_0;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSubtitleWidgetBase.SetSubtitleLineBP
// (Native, Event, Public, HasOutParams, BlueprintEvent)
// Parameters:
// int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FText& Prefix (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// const class FText& Subtitle (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// bool HidePrefix (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSubtitleWidgetBase::SetSubtitleLineBP(int32 Index_0, const class FText& Prefix, const class FText& Subtitle, bool HidePrefix)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSubtitleWidgetBase", "SetSubtitleLineBP");
Params::NoceSubtitleWidgetBase_SetSubtitleLineBP Parms{};
Parms.Index_0 = Index_0;
Parms.Prefix = std::move(Prefix);
Parms.Subtitle = std::move(Subtitle);
Parms.HidePrefix = HidePrefix;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSubtitleWidgetBase.SetSubtitleType
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// ENoceSubtitleType InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool UseItalic (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSubtitleWidgetBase::SetSubtitleType(ENoceSubtitleType InType, bool UseItalic)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSubtitleWidgetBase", "SetSubtitleType");
Params::NoceSubtitleWidgetBase_SetSubtitleType Parms{};
Parms.InType = InType;
Parms.UseItalic = UseItalic;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSubtitleWidgetBase.SetSubtitleVisible
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// bool InVisible (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSubtitleWidgetBase::SetSubtitleVisible(bool InVisible)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSubtitleWidgetBase", "SetSubtitleVisible");
Params::NoceSubtitleWidgetBase_SetSubtitleVisible Parms{};
Parms.InVisible = InVisible;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSubtitleWidgetBase.UpdateSetting
// (Native, Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UNoceSystemSaveGame* Settings (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceSubtitleWidgetBase::UpdateSetting(class UNoceSystemSaveGame* Settings)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSubtitleWidgetBase", "UpdateSetting");
Params::NoceSubtitleWidgetBase_UpdateSetting Parms{};
Parms.Settings = Settings;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSystemSaveGame.GetAvailableConsolePresets
// (Final, Native, Static, Public)
// Parameters:
// TArray<ENoceGameSettingPreset> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<ENoceGameSettingPreset> UNoceSystemSaveGame::GetAvailableConsolePresets()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceSystemSaveGame", "GetAvailableConsolePresets");
Params::NoceSystemSaveGame_GetAvailableConsolePresets Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSystemSaveGame.AnyEndingCleared
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceSystemSaveGame::AnyEndingCleared()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "AnyEndingCleared");
Params::NoceSystemSaveGame_AnyEndingCleared Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSystemSaveGame.ApplyConsolePreset
// (Final, Native, Public)
void UNoceSystemSaveGame::ApplyConsolePreset()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "ApplyConsolePreset");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSystemSaveGame.ApplySettings
// (Final, Native, Public, BlueprintCallable)
void UNoceSystemSaveGame::ApplySettings()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "ApplySettings");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSystemSaveGame.GetLastEndingType
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// ENoceEndingType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ENoceEndingType UNoceSystemSaveGame::GetLastEndingType()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "GetLastEndingType");
Params::NoceSystemSaveGame_GetLastEndingType Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSystemSaveGame.GetTitleCorruptionLevel
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UNoceSystemSaveGame::GetTitleCorruptionLevel()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "GetTitleCorruptionLevel");
Params::NoceSystemSaveGame_GetTitleCorruptionLevel Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSystemSaveGame.IsEndingCleared
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// ENoceEndingType EndingType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceSystemSaveGame::IsEndingCleared(ENoceEndingType EndingType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "IsEndingCleared");
Params::NoceSystemSaveGame_IsEndingCleared Parms{};
Parms.EndingType = EndingType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSystemSaveGame.SetAudioDynamicRange
// (Final, Native, Public)
// Parameters:
// ENoceGameSettingAudioDynamicRange Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSystemSaveGame::SetAudioDynamicRange(ENoceGameSettingAudioDynamicRange Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "SetAudioDynamicRange");
Params::NoceSystemSaveGame_SetAudioDynamicRange Parms{};
Parms.Value = Value;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSystemSaveGame.SetAudioProfile
// (Final, Native, Public)
// Parameters:
// ENoceGameSettingAudioProfileType Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSystemSaveGame::SetAudioProfile(ENoceGameSettingAudioProfileType Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "SetAudioProfile");
Params::NoceSystemSaveGame_SetAudioProfile Parms{};
Parms.Value = Value;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSystemSaveGame.SetBGMVolume
// (Final, Native, Public)
// Parameters:
// float InVolume (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSystemSaveGame::SetBGMVolume(float InVolume)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "SetBGMVolume");
Params::NoceSystemSaveGame_SetBGMVolume Parms{};
Parms.InVolume = InVolume;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSystemSaveGame.SetBrightness
// (Final, Native, Public)
// Parameters:
// float InVal (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSystemSaveGame::SetBrightness(float InVal)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "SetBrightness");
Params::NoceSystemSaveGame_SetBrightness Parms{};
Parms.InVal = InVal;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSystemSaveGame.SetCameraSensitivity
// (Final, Native, Public)
// Parameters:
// float Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSystemSaveGame::SetCameraSensitivity(float Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "SetCameraSensitivity");
Params::NoceSystemSaveGame_SetCameraSensitivity Parms{};
Parms.Value = Value;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSystemSaveGame.SetColorBlindMode
// (Final, Native, Public)
// Parameters:
// EColorBlindMode InMode (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSystemSaveGame::SetColorBlindMode(EColorBlindMode InMode)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "SetColorBlindMode");
Params::NoceSystemSaveGame_SetColorBlindMode Parms{};
Parms.InMode = InMode;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSystemSaveGame.SetColorBlindStrength
// (Final, Native, Public)
// Parameters:
// int32 InColorBlindStrength (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSystemSaveGame::SetColorBlindStrength(int32 InColorBlindStrength)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "SetColorBlindStrength");
Params::NoceSystemSaveGame_SetColorBlindStrength Parms{};
Parms.InColorBlindStrength = InColorBlindStrength;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSystemSaveGame.SetContrast
// (Final, Native, Public)
// Parameters:
// float InVal (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSystemSaveGame::SetContrast(float InVal)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "SetContrast");
Params::NoceSystemSaveGame_SetContrast Parms{};
Parms.InVal = InVal;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSystemSaveGame.SetEnableVibration
// (Final, Native, Public)
// Parameters:
// bool Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSystemSaveGame::SetEnableVibration(bool Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "SetEnableVibration");
Params::NoceSystemSaveGame_SetEnableVibration Parms{};
Parms.Value = Value;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSystemSaveGame.SetEndingCleared
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENoceEndingType EndingType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSystemSaveGame::SetEndingCleared(ENoceEndingType EndingType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "SetEndingCleared");
Params::NoceSystemSaveGame_SetEndingCleared Parms{};
Parms.EndingType = EndingType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSystemSaveGame.SetEndingNotCleared
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENoceEndingType EndingType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSystemSaveGame::SetEndingNotCleared(ENoceEndingType EndingType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "SetEndingNotCleared");
Params::NoceSystemSaveGame_SetEndingNotCleared Parms{};
Parms.EndingType = EndingType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSystemSaveGame.SetGamepadControlType
// (Final, Native, Public)
// Parameters:
// ENoceInputGamepadType InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSystemSaveGame::SetGamepadControlType(ENoceInputGamepadType InType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "SetGamepadControlType");
Params::NoceSystemSaveGame_SetGamepadControlType Parms{};
Parms.InType = InType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSystemSaveGame.SetInvertCameraPitchInput
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSystemSaveGame::SetInvertCameraPitchInput(bool Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "SetInvertCameraPitchInput");
Params::NoceSystemSaveGame_SetInvertCameraPitchInput Parms{};
Parms.Value = Value;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSystemSaveGame.SetInvertCameraYawInput
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSystemSaveGame::SetInvertCameraYawInput(bool Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "SetInvertCameraYawInput");
Params::NoceSystemSaveGame_SetInvertCameraYawInput Parms{};
Parms.Value = Value;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSystemSaveGame.SetLastEndingType
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENoceEndingType InEndingType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSystemSaveGame::SetLastEndingType(ENoceEndingType InEndingType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "SetLastEndingType");
Params::NoceSystemSaveGame_SetLastEndingType Parms{};
Parms.InEndingType = InEndingType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSystemSaveGame.SetMotionBlur
// (Final, Native, Public)
// Parameters:
// bool Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSystemSaveGame::SetMotionBlur(bool Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "SetMotionBlur");
Params::NoceSystemSaveGame_SetMotionBlur Parms{};
Parms.Value = Value;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSystemSaveGame.SetMouseCameraSensitivity
// (Final, Native, Public)
// Parameters:
// float Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSystemSaveGame::SetMouseCameraSensitivity(float Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "SetMouseCameraSensitivity");
Params::NoceSystemSaveGame_SetMouseCameraSensitivity Parms{};
Parms.Value = Value;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSystemSaveGame.SetOverallVolume
// (Final, Native, Public)
// Parameters:
// float InVolume (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSystemSaveGame::SetOverallVolume(float InVolume)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "SetOverallVolume");
Params::NoceSystemSaveGame_SetOverallVolume Parms{};
Parms.InVolume = InVolume;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSystemSaveGame.SetPendingCulture
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const class FString& NewCulture (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSystemSaveGame::SetPendingCulture(const class FString& NewCulture)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "SetPendingCulture");
Params::NoceSystemSaveGame_SetPendingCulture Parms{};
Parms.NewCulture = std::move(NewCulture);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSystemSaveGame.SetPreset
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENoceGameSettingPreset InVal (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSystemSaveGame::SetPreset(ENoceGameSettingPreset InVal)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "SetPreset");
Params::NoceSystemSaveGame_SetPreset Parms{};
Parms.InVal = InVal;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSystemSaveGame.SetSettingInitialized
// (Final, Native, Public, BlueprintCallable)
void UNoceSystemSaveGame::SetSettingInitialized()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "SetSettingInitialized");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSystemSaveGame.SetSFXVolume
// (Final, Native, Public)
// Parameters:
// float InVolume (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSystemSaveGame::SetSFXVolume(float InVolume)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "SetSFXVolume");
Params::NoceSystemSaveGame_SetSFXVolume Parms{};
Parms.InVolume = InVolume;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSystemSaveGame.SetShowSubtitleNames
// (Final, Native, Public)
// Parameters:
// bool Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSystemSaveGame::SetShowSubtitleNames(bool Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "SetShowSubtitleNames");
Params::NoceSystemSaveGame_SetShowSubtitleNames Parms{};
Parms.Value = Value;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSystemSaveGame.SetShowSubtitles
// (Final, Native, Public)
// Parameters:
// bool Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSystemSaveGame::SetShowSubtitles(bool Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "SetShowSubtitles");
Params::NoceSystemSaveGame_SetShowSubtitles Parms{};
Parms.Value = Value;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSystemSaveGame.SetSprintToggle
// (Final, Native, Public)
// Parameters:
// bool Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSystemSaveGame::SetSprintToggle(bool Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "SetSprintToggle");
Params::NoceSystemSaveGame_SetSprintToggle Parms{};
Parms.Value = Value;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSystemSaveGame.SetSubtitleBackground
// (Final, Native, Public)
// Parameters:
// ENoceGameSettingSubtitleBackground Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSystemSaveGame::SetSubtitleBackground(ENoceGameSettingSubtitleBackground Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "SetSubtitleBackground");
Params::NoceSystemSaveGame_SetSubtitleBackground Parms{};
Parms.Value = Value;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSystemSaveGame.SetSubtitleColor
// (Final, Native, Public)
// Parameters:
// ENoceGameSettingSubtitleColor Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSystemSaveGame::SetSubtitleColor(ENoceGameSettingSubtitleColor Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "SetSubtitleColor");
Params::NoceSystemSaveGame_SetSubtitleColor Parms{};
Parms.Value = Value;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSystemSaveGame.SetSubtitleFont
// (Final, Native, Public)
// Parameters:
// ENoceGameSettingFont Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSystemSaveGame::SetSubtitleFont(ENoceGameSettingFont Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "SetSubtitleFont");
Params::NoceSystemSaveGame_SetSubtitleFont Parms{};
Parms.Value = Value;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSystemSaveGame.SetSubtitleSize
// (Final, Native, Public)
// Parameters:
// ENoceGameSettingSize Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSystemSaveGame::SetSubtitleSize(ENoceGameSettingSize Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "SetSubtitleSize");
Params::NoceSystemSaveGame_SetSubtitleSize Parms{};
Parms.Value = Value;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSystemSaveGame.SetTitleCorruptionLevel
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 InLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ForceSet (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSystemSaveGame::SetTitleCorruptionLevel(int32 InLevel, bool ForceSet)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "SetTitleCorruptionLevel");
Params::NoceSystemSaveGame_SetTitleCorruptionLevel Parms{};
Parms.InLevel = InLevel;
Parms.ForceSet = ForceSet;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSystemSaveGame.SetTutorialVisibility
// (Final, Native, Public)
// Parameters:
// bool Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSystemSaveGame::SetTutorialVisibility(bool Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "SetTutorialVisibility");
Params::NoceSystemSaveGame_SetTutorialVisibility Parms{};
Parms.Value = Value;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSystemSaveGame.SetUIFont
// (Final, Native, Public)
// Parameters:
// ENoceGameSettingFont Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSystemSaveGame::SetUIFont(ENoceGameSettingFont Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "SetUIFont");
Params::NoceSystemSaveGame_SetUIFont Parms{};
Parms.Value = Value;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSystemSaveGame.SetUIVolume
// (Final, Native, Public)
// Parameters:
// float InVolume (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSystemSaveGame::SetUIVolume(float InVolume)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "SetUIVolume");
Params::NoceSystemSaveGame_SetUIVolume Parms{};
Parms.InVolume = InVolume;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSystemSaveGame.SetVoiceLanguage
// (Final, Native, Public)
// Parameters:
// ENoceLanguageType Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSystemSaveGame::SetVoiceLanguage(ENoceLanguageType Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "SetVoiceLanguage");
Params::NoceSystemSaveGame_SetVoiceLanguage Parms{};
Parms.Value = Value;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSystemSaveGame.SetVoiceVolume
// (Final, Native, Public)
// Parameters:
// float InVolume (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSystemSaveGame::SetVoiceVolume(float InVolume)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "SetVoiceVolume");
Params::NoceSystemSaveGame_SetVoiceVolume Parms{};
Parms.InVolume = InVolume;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSystemSaveGame.UpdateEndingClearedBitmask
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 ClearBitmask (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceSystemSaveGame::UpdateEndingClearedBitmask(int32 ClearBitmask)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "UpdateEndingClearedBitmask");
Params::NoceSystemSaveGame_UpdateEndingClearedBitmask Parms{};
Parms.ClearBitmask = ClearBitmask;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceSystemSaveGame.GetAudioDynamicRange
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// ENoceGameSettingAudioDynamicRange ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ENoceGameSettingAudioDynamicRange UNoceSystemSaveGame::GetAudioDynamicRange() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "GetAudioDynamicRange");
Params::NoceSystemSaveGame_GetAudioDynamicRange Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSystemSaveGame.GetAudioProfile
// (Final, Native, Public, Const)
// Parameters:
// ENoceGameSettingAudioProfileType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ENoceGameSettingAudioProfileType UNoceSystemSaveGame::GetAudioProfile() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "GetAudioProfile");
Params::NoceSystemSaveGame_GetAudioProfile Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSystemSaveGame.GetBGMVolume
// (Final, Native, Public, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNoceSystemSaveGame::GetBGMVolume() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "GetBGMVolume");
Params::NoceSystemSaveGame_GetBGMVolume Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSystemSaveGame.GetBrightness
// (Final, Native, Public, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNoceSystemSaveGame::GetBrightness() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "GetBrightness");
Params::NoceSystemSaveGame_GetBrightness Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSystemSaveGame.GetCameraSensitivity
// (Final, Native, Public, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNoceSystemSaveGame::GetCameraSensitivity() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "GetCameraSensitivity");
Params::NoceSystemSaveGame_GetCameraSensitivity Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSystemSaveGame.GetColorBlindMode
// (Final, Native, Public, Const)
// Parameters:
// EColorBlindMode ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
EColorBlindMode UNoceSystemSaveGame::GetColorBlindMode() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "GetColorBlindMode");
Params::NoceSystemSaveGame_GetColorBlindMode Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSystemSaveGame.GetColorBlindStrength
// (Final, Native, Public, Const)
// Parameters:
// int32 ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 UNoceSystemSaveGame::GetColorBlindStrength() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "GetColorBlindStrength");
Params::NoceSystemSaveGame_GetColorBlindStrength Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSystemSaveGame.GetContrast
// (Final, Native, Public, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNoceSystemSaveGame::GetContrast() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "GetContrast");
Params::NoceSystemSaveGame_GetContrast Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSystemSaveGame.GetDefaultConsolePreset
// (Final, Native, Public, Const)
// Parameters:
// ENoceGameSettingPreset ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ENoceGameSettingPreset UNoceSystemSaveGame::GetDefaultConsolePreset() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "GetDefaultConsolePreset");
Params::NoceSystemSaveGame_GetDefaultConsolePreset Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSystemSaveGame.GetDefaultVoiceLanguage
// (Final, Native, Public, Const)
// Parameters:
// ENoceLanguageType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ENoceLanguageType UNoceSystemSaveGame::GetDefaultVoiceLanguage() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "GetDefaultVoiceLanguage");
Params::NoceSystemSaveGame_GetDefaultVoiceLanguage Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSystemSaveGame.GetEnableVibration
// (Final, Native, Public, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceSystemSaveGame::GetEnableVibration() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "GetEnableVibration");
Params::NoceSystemSaveGame_GetEnableVibration Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSystemSaveGame.GetGamepadControlType
// (Final, Native, Public, Const)
// Parameters:
// ENoceInputGamepadType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ENoceInputGamepadType UNoceSystemSaveGame::GetGamepadControlType() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "GetGamepadControlType");
Params::NoceSystemSaveGame_GetGamepadControlType Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSystemSaveGame.GetInvertCameraPitchInput
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceSystemSaveGame::GetInvertCameraPitchInput() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "GetInvertCameraPitchInput");
Params::NoceSystemSaveGame_GetInvertCameraPitchInput Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSystemSaveGame.GetInvertCameraYawInput
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceSystemSaveGame::GetInvertCameraYawInput() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "GetInvertCameraYawInput");
Params::NoceSystemSaveGame_GetInvertCameraYawInput Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSystemSaveGame.GetLastPreset
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// ENoceGameSettingPreset ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ENoceGameSettingPreset UNoceSystemSaveGame::GetLastPreset() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "GetLastPreset");
Params::NoceSystemSaveGame_GetLastPreset Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSystemSaveGame.GetMotionBlur
// (Final, Native, Public, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceSystemSaveGame::GetMotionBlur() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "GetMotionBlur");
Params::NoceSystemSaveGame_GetMotionBlur Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSystemSaveGame.GetMouseCameraSensitivity
// (Final, Native, Public, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNoceSystemSaveGame::GetMouseCameraSensitivity() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "GetMouseCameraSensitivity");
Params::NoceSystemSaveGame_GetMouseCameraSensitivity Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSystemSaveGame.GetOverallVolume
// (Final, Native, Public, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNoceSystemSaveGame::GetOverallVolume() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "GetOverallVolume");
Params::NoceSystemSaveGame_GetOverallVolume Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSystemSaveGame.GetSFXVolume
// (Final, Native, Public, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNoceSystemSaveGame::GetSFXVolume() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "GetSFXVolume");
Params::NoceSystemSaveGame_GetSFXVolume Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSystemSaveGame.GetShowSubtitleNames
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceSystemSaveGame::GetShowSubtitleNames() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "GetShowSubtitleNames");
Params::NoceSystemSaveGame_GetShowSubtitleNames Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSystemSaveGame.GetShowSubtitles
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceSystemSaveGame::GetShowSubtitles() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "GetShowSubtitles");
Params::NoceSystemSaveGame_GetShowSubtitles Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSystemSaveGame.GetSprintToggle
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceSystemSaveGame::GetSprintToggle() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "GetSprintToggle");
Params::NoceSystemSaveGame_GetSprintToggle Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSystemSaveGame.GetSubtitleBackground
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// ENoceGameSettingSubtitleBackground ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ENoceGameSettingSubtitleBackground UNoceSystemSaveGame::GetSubtitleBackground() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "GetSubtitleBackground");
Params::NoceSystemSaveGame_GetSubtitleBackground Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSystemSaveGame.GetSubtitleColor
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// ENoceGameSettingSubtitleColor ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ENoceGameSettingSubtitleColor UNoceSystemSaveGame::GetSubtitleColor() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "GetSubtitleColor");
Params::NoceSystemSaveGame_GetSubtitleColor Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSystemSaveGame.GetSubtitleFont
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// ENoceGameSettingFont ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ENoceGameSettingFont UNoceSystemSaveGame::GetSubtitleFont() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "GetSubtitleFont");
Params::NoceSystemSaveGame_GetSubtitleFont Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSystemSaveGame.GetSubtitleSize
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// ENoceGameSettingSize ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ENoceGameSettingSize UNoceSystemSaveGame::GetSubtitleSize() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "GetSubtitleSize");
Params::NoceSystemSaveGame_GetSubtitleSize Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSystemSaveGame.GetTutorialVisibility
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceSystemSaveGame::GetTutorialVisibility() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "GetTutorialVisibility");
Params::NoceSystemSaveGame_GetTutorialVisibility Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSystemSaveGame.GetUIFont
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// ENoceGameSettingFont ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ENoceGameSettingFont UNoceSystemSaveGame::GetUIFont() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "GetUIFont");
Params::NoceSystemSaveGame_GetUIFont Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSystemSaveGame.GetUIVolume
// (Final, Native, Public, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNoceSystemSaveGame::GetUIVolume() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "GetUIVolume");
Params::NoceSystemSaveGame_GetUIVolume Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSystemSaveGame.GetVoiceLanguage
// (Final, Native, Public, Const)
// Parameters:
// ENoceLanguageType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ENoceLanguageType UNoceSystemSaveGame::GetVoiceLanguage() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "GetVoiceLanguage");
Params::NoceSystemSaveGame_GetVoiceLanguage Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSystemSaveGame.GetVoiceVolume
// (Final, Native, Public, Const)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNoceSystemSaveGame::GetVoiceVolume() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "GetVoiceVolume");
Params::NoceSystemSaveGame_GetVoiceVolume Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceSystemSaveGame.IsSettingInitialized
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceSystemSaveGame::IsSettingInitialized() const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceSystemSaveGame", "IsSettingInitialized");
Params::NoceSystemSaveGame_IsSettingInitialized Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceTentacleSubsystem.GetTentacleClass
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// TSoftClassPtr<class UClass> ReturnValue (Parm, OutParm, ReturnParm, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
TSoftClassPtr<class UClass> UNoceTentacleSubsystem::GetTentacleClass()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTentacleSubsystem", "GetTentacleClass");
Params::NoceTentacleSubsystem_GetTentacleClass Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceTentacleSubsystem.IsTentacleEmpty
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceTentacleSubsystem::IsTentacleEmpty()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTentacleSubsystem", "IsTentacleEmpty");
Params::NoceTentacleSubsystem_IsTentacleEmpty Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceTentacleSubsystem.OnTentacleExist
// (Event, Protected, BlueprintEvent)
// Parameters:
// bool Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceTentacleSubsystem::OnTentacleExist(bool Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTentacleSubsystem", "OnTentacleExist");
Params::NoceTentacleSubsystem_OnTentacleExist Parms{};
Parms.Value = Value;
UObject::ProcessEvent(Func, &Parms);
}
// Function GameNoce.NoceTentacleSubsystem.RegisterTentacle
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor* InActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceTentacleSubsystem::RegisterTentacle(class AActor* InActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTentacleSubsystem", "RegisterTentacle");
Params::NoceTentacleSubsystem_RegisterTentacle Parms{};
Parms.InActor = InActor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceTentacleSubsystem.RequestTentacleLink
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor* RequestActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* TargetActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName LinkName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceTentacleSubsystem::RequestTentacleLink(class AActor* RequestActor, class AActor* TargetActor, class FName LinkName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTentacleSubsystem", "RequestTentacleLink");
Params::NoceTentacleSubsystem_RequestTentacleLink Parms{};
Parms.RequestActor = RequestActor;
Parms.TargetActor = TargetActor;
Parms.LinkName = LinkName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceTentacleSubsystem.RequestTentacleLink_BP
// (Event, Protected, BlueprintEvent)
// Parameters:
// class AActor* RequestActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* TargetActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName LinkName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceTentacleSubsystem::RequestTentacleLink_BP(class AActor* RequestActor, class AActor* TargetActor, class FName LinkName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTentacleSubsystem", "RequestTentacleLink_BP");
Params::NoceTentacleSubsystem_RequestTentacleLink_BP Parms{};
Parms.RequestActor = RequestActor;
Parms.TargetActor = TargetActor;
Parms.LinkName = LinkName;
UObject::ProcessEvent(Func, &Parms);
}
// Function GameNoce.NoceTentacleSubsystem.UnRegisterTentacle
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor* InActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceTentacleSubsystem::UnRegisterTentacle(class AActor* InActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTentacleSubsystem", "UnRegisterTentacle");
Params::NoceTentacleSubsystem_UnRegisterTentacle Parms{};
Parms.InActor = InActor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceTickConditionHandler.Discontinued_BP
// (Event, Public, BlueprintEvent)
void UNoceTickConditionHandler::Discontinued_BP()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTickConditionHandler", "Discontinued_BP");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameNoce.NoceTickConditionHandler.StopHandleCondition
// (Native, Public, BlueprintCallable)
void UNoceTickConditionHandler::StopHandleCondition()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTickConditionHandler", "StopHandleCondition");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceTimeComponent.AddNiagaraComponent
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UFXSystemComponent* InFXSystemComponent (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceTimeComponent::AddNiagaraComponent(class UFXSystemComponent* InFXSystemComponent)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTimeComponent", "AddNiagaraComponent");
Params::NoceTimeComponent_AddNiagaraComponent Parms{};
Parms.InFXSystemComponent = InFXSystemComponent;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceTimeComponent.ApplyHitStopTimeDilation
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float InTimeDilation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InDuration (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceTimeComponent::ApplyHitStopTimeDilation(float InTimeDilation, float InDuration)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTimeComponent", "ApplyHitStopTimeDilation");
Params::NoceTimeComponent_ApplyHitStopTimeDilation Parms{};
Parms.InTimeDilation = InTimeDilation;
Parms.InDuration = InDuration;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceTimeComponent.IsDuringHitStopTimer
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceTimeComponent::IsDuringHitStopTimer()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTimeComponent", "IsDuringHitStopTimer");
Params::NoceTimeComponent_IsDuringHitStopTimer Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceTimeComponent.OnHitStopTimerUp
// (Final, Native, Protected)
void UNoceTimeComponent::OnHitStopTimerUp()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTimeComponent", "OnHitStopTimerUp");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceTimeComponent.OnPlayerEnterEvent
// (Final, Native, Protected)
void UNoceTimeComponent::OnPlayerEnterEvent()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTimeComponent", "OnPlayerEnterEvent");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceTimeComponent.RemoveNiagaraComponent
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UFXSystemComponent* InFXSystemComponent (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceTimeComponent::RemoveNiagaraComponent(class UFXSystemComponent* InFXSystemComponent)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTimeComponent", "RemoveNiagaraComponent");
Params::NoceTimeComponent_RemoveNiagaraComponent Parms{};
Parms.InFXSystemComponent = InFXSystemComponent;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceTitleGameMode.OnLoadGame
// (Native, Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class FName MapNameToLoad (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceTitleGameMode::OnLoadGame(class FName MapNameToLoad)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTitleGameMode", "OnLoadGame");
Params::NoceTitleGameMode_OnLoadGame Parms{};
Parms.MapNameToLoad = MapNameToLoad;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceTitleGameMode.OnNewGame
// (Native, Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class FName MapNameToLoad (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceTitleGameMode::OnNewGame(class FName MapNameToLoad)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTitleGameMode", "OnNewGame");
Params::NoceTitleGameMode_OnNewGame Parms{};
Parms.MapNameToLoad = MapNameToLoad;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceTitleGameMode.UpdateTitleScene
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// ENoceEndingType EndingType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 CorruptLevel (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceTitleGameMode::UpdateTitleScene(ENoceEndingType EndingType, int32 CorruptLevel)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTitleGameMode", "UpdateTitleScene");
Params::NoceTitleGameMode_UpdateTitleScene Parms{};
Parms.EndingType = EndingType;
Parms.CorruptLevel = CorruptLevel;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceTitleTextWidget.SetText
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const class FText& InText (Parm, NativeAccessSpecifierPublic)
void UNoceTitleTextWidget::SetText(const class FText& InText)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTitleTextWidget", "SetText");
Params::NoceTitleTextWidget_SetText Parms{};
Parms.InText = std::move(InText);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceTutorialPopWindowWidget.ShowTutorial
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const class FText& InTitle (Parm, NativeAccessSpecifierPublic)
// const TArray<struct FNoceUITutorialPopWindowPageData>&InData (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
void UNoceTutorialPopWindowWidget::ShowTutorial(const class FText& InTitle, const TArray<struct FNoceUITutorialPopWindowPageData>& InData)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceTutorialPopWindowWidget", "ShowTutorial");
Params::NoceTutorialPopWindowWidget_ShowTutorial Parms{};
Parms.InTitle = std::move(InTitle);
Parms.InData = std::move(InData);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceUIActionImage.SetInputAction
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName ActionName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceUIActionImage::SetInputAction(class FName ActionName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceUIActionImage", "SetInputAction");
Params::NoceUIActionImage_SetInputAction Parms{};
Parms.ActionName = ActionName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceUIActionImage.UpdateIcon
// (Final, Native, Public, BlueprintCallable)
void UNoceUIActionImage::UpdateIcon()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceUIActionImage", "UpdateIcon");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceUIContainerInterface.OnChildMouseDown
// (Native, Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UUserWidget* ChildWidget (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FPointerEvent& MouseEvent (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// struct FEventReply* Reply (Parm, OutParm, NativeAccessSpecifierPublic)
void INoceUIContainerInterface::OnChildMouseDown(class UUserWidget* ChildWidget, const struct FPointerEvent& MouseEvent, struct FEventReply* Reply)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("NoceUIContainerInterface", "OnChildMouseDown");
Params::NoceUIContainerInterface_OnChildMouseDown Parms{};
Parms.ChildWidget = ChildWidget;
Parms.MouseEvent = std::move(MouseEvent);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Reply != nullptr)
*Reply = std::move(Parms.Reply);
}
// Function GameNoce.NoceUIContainerInterface.OnChildMouseEnter
// (Native, Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UUserWidget* ChildWidget (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FEventReply* Reply (Parm, OutParm, NativeAccessSpecifierPublic)
void INoceUIContainerInterface::OnChildMouseEnter(class UUserWidget* ChildWidget, struct FEventReply* Reply)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("NoceUIContainerInterface", "OnChildMouseEnter");
Params::NoceUIContainerInterface_OnChildMouseEnter Parms{};
Parms.ChildWidget = ChildWidget;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Reply != nullptr)
*Reply = std::move(Parms.Reply);
}
// Function GameNoce.NoceUIContainerInterface.OnChildMouseLeave
// (Native, Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UUserWidget* ChildWidget (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FEventReply* Reply (Parm, OutParm, NativeAccessSpecifierPublic)
void INoceUIContainerInterface::OnChildMouseLeave(class UUserWidget* ChildWidget, struct FEventReply* Reply)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("NoceUIContainerInterface", "OnChildMouseLeave");
Params::NoceUIContainerInterface_OnChildMouseLeave Parms{};
Parms.ChildWidget = ChildWidget;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Reply != nullptr)
*Reply = std::move(Parms.Reply);
}
// Function GameNoce.NoceUIContainerInterface.OnChildMouseUp
// (Native, Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UUserWidget* ChildWidget (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FPointerEvent& MouseEvent (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// struct FEventReply* Reply (Parm, OutParm, NativeAccessSpecifierPublic)
void INoceUIContainerInterface::OnChildMouseUp(class UUserWidget* ChildWidget, const struct FPointerEvent& MouseEvent, struct FEventReply* Reply)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("NoceUIContainerInterface", "OnChildMouseUp");
Params::NoceUIContainerInterface_OnChildMouseUp Parms{};
Parms.ChildWidget = ChildWidget;
Parms.MouseEvent = std::move(MouseEvent);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (Reply != nullptr)
*Reply = std::move(Parms.Reply);
}
// Function GameNoce.NoceUIAttributeWidgetData.GetHealthPercent
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNoceUIAttributeWidgetData::GetHealthPercent(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceUIAttributeWidgetData", "GetHealthPercent");
Params::NoceUIAttributeWidgetData_GetHealthPercent Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceUIAttributeWidgetData.GetSanityFlowerNum
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32* SmallFlowerNum (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceUIAttributeWidgetData::GetSanityFlowerNum(float InValue, int32* SmallFlowerNum)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceUIAttributeWidgetData", "GetSanityFlowerNum");
Params::NoceUIAttributeWidgetData_GetSanityFlowerNum Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (SmallFlowerNum != nullptr)
*SmallFlowerNum = Parms.SmallFlowerNum;
}
// Function GameNoce.NoceUIAttributeWidgetData.GetStaminaPercent
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float InValue (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNoceUIAttributeWidgetData::GetStaminaPercent(float InValue)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceUIAttributeWidgetData", "GetStaminaPercent");
Params::NoceUIAttributeWidgetData_GetStaminaPercent Parms{};
Parms.InValue = InValue;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceUIDurabilityWidgetData.GetImageData
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 InMaxDurabilityNum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FNoceUIDurabilityImageData ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FNoceUIDurabilityImageData UNoceUIDurabilityWidgetData::GetImageData(int32 InMaxDurabilityNum)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceUIDurabilityWidgetData", "GetImageData");
Params::NoceUIDurabilityWidgetData_GetImageData Parms{};
Parms.InMaxDurabilityNum = InMaxDurabilityNum;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceUIDurabilityWidgetData.GetTextData
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float InDurabilityRatio (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
class FText UNoceUIDurabilityWidgetData::GetTextData(float InDurabilityRatio)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceUIDurabilityWidgetData", "GetTextData");
Params::NoceUIDurabilityWidgetData_GetTextData Parms{};
Parms.InDurabilityRatio = InDurabilityRatio;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceUIChooseSkinWidgetData.GetData
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// ENocePlayerOutfit Type (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FNoceUIChooseSkinData ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FNoceUIChooseSkinData UNoceUIChooseSkinWidgetData::GetData(ENocePlayerOutfit Type)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceUIChooseSkinWidgetData", "GetData");
Params::NoceUIChooseSkinWidgetData_GetData Parms{};
Parms.Type = Type;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceUIFunctionLibrary.Conv_SoftObjPathToSoftTextureRef
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// const struct FSoftObjectPath& SoftObjectPath (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSoftObjectPtr<class UTexture2D> ReturnValue (Parm, OutParm, ReturnParm, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
TSoftObjectPtr<class UTexture2D> UNoceUIFunctionLibrary::Conv_SoftObjPathToSoftTextureRef(const struct FSoftObjectPath& SoftObjectPath)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceUIFunctionLibrary", "Conv_SoftObjPathToSoftTextureRef");
Params::NoceUIFunctionLibrary_Conv_SoftObjPathToSoftTextureRef Parms{};
Parms.SoftObjectPath = std::move(SoftObjectPath);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceUIFunctionLibrary.GetChapterInfoTableRow
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// const struct FGameplayTag& ProgressTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FNoceChapterInfoTableRow ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FNoceChapterInfoTableRow UNoceUIFunctionLibrary::GetChapterInfoTableRow(const struct FGameplayTag& ProgressTag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceUIFunctionLibrary", "GetChapterInfoTableRow");
Params::NoceUIFunctionLibrary_GetChapterInfoTableRow Parms{};
Parms.ProgressTag = std::move(ProgressTag);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceUIFunctionLibrary.GetChapterInfoText
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// const struct FGameplayTag& ProgressTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
class FText UNoceUIFunctionLibrary::GetChapterInfoText(const struct FGameplayTag& ProgressTag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceUIFunctionLibrary", "GetChapterInfoText");
Params::NoceUIFunctionLibrary_GetChapterInfoText Parms{};
Parms.ProgressTag = std::move(ProgressTag);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceUIFunctionLibrary.GetChapterTextByType
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// ENoceChapterType ChapterType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
class FText UNoceUIFunctionLibrary::GetChapterTextByType(ENoceChapterType ChapterType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceUIFunctionLibrary", "GetChapterTextByType");
Params::NoceUIFunctionLibrary_GetChapterTextByType Parms{};
Parms.ChapterType = ChapterType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceUIFunctionLibrary.GetGamepadInputImageResource
// (Final, BlueprintCosmetic, Native, Static, Public, HasOutParams, HasDefaults)
// Parameters:
// const struct FNoceUIInputImageTableRow& InData (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// struct FSoftObjectPath ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
struct FSoftObjectPath UNoceUIFunctionLibrary::GetGamepadInputImageResource(const struct FNoceUIInputImageTableRow& InData)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceUIFunctionLibrary", "GetGamepadInputImageResource");
Params::NoceUIFunctionLibrary_GetGamepadInputImageResource Parms{};
Parms.InData = std::move(InData);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceUIFunctionLibrary.GetGuideDataFromHandle
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// const struct FDataTableRowHandle& InData (ConstParm, Parm, NoDestructor, NativeAccessSpecifierPublic)
// bool IsRight (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<struct FNoceUIGuideData> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<struct FNoceUIGuideData> UNoceUIFunctionLibrary::GetGuideDataFromHandle(const struct FDataTableRowHandle& InData, bool IsRight)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceUIFunctionLibrary", "GetGuideDataFromHandle");
Params::NoceUIFunctionLibrary_GetGuideDataFromHandle Parms{};
Parms.InData = std::move(InData);
Parms.IsRight = IsRight;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceUIFunctionLibrary.GetInputImageResource
// (Final, BlueprintCosmetic, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// const class FName& InIconName (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FSoftObjectPath ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
struct FSoftObjectPath UNoceUIFunctionLibrary::GetInputImageResource(const class FName& InIconName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceUIFunctionLibrary", "GetInputImageResource");
Params::NoceUIFunctionLibrary_GetInputImageResource Parms{};
Parms.InIconName = InIconName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceUIFunctionLibrary.GetLocationInfo
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FNoceLocationInfoTableRow ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FNoceLocationInfoTableRow UNoceUIFunctionLibrary::GetLocationInfo(class FName InName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceUIFunctionLibrary", "GetLocationInfo");
Params::NoceUIFunctionLibrary_GetLocationInfo Parms{};
Parms.InName = InName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceUIFunctionLibrary.GetMissionHint
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// const struct FGameplayTag& ProgressTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayTagContainer& AdditionalProgressTag (Parm, NativeAccessSpecifierPublic)
// struct FNoceMissionHintTableRow ReturnValue (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)
struct FNoceMissionHintTableRow UNoceUIFunctionLibrary::GetMissionHint(const struct FGameplayTag& ProgressTag, const struct FGameplayTagContainer& AdditionalProgressTag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceUIFunctionLibrary", "GetMissionHint");
Params::NoceUIFunctionLibrary_GetMissionHint Parms{};
Parms.ProgressTag = std::move(ProgressTag);
Parms.AdditionalProgressTag = std::move(AdditionalProgressTag);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceUIFunctionLibrary.GetMissionHintsByChapterName
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// const class FString& InChapterName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<struct FNoceMissionHintTableRow> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<struct FNoceMissionHintTableRow> UNoceUIFunctionLibrary::GetMissionHintsByChapterName(const class FString& InChapterName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceUIFunctionLibrary", "GetMissionHintsByChapterName");
Params::NoceUIFunctionLibrary_GetMissionHintsByChapterName Parms{};
Parms.InChapterName = std::move(InChapterName);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceUIFunctionLibrary.GetNeedTopDown
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// const TArray<bool>& IsVisibles (ConstParm, Parm, ZeroConstructor, NativeAccessSpecifierPublic)
// const TArray<bool>& IsNews (ConstParm, Parm, ZeroConstructor, NativeAccessSpecifierPublic)
// int32 StartIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 EndIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 CurrentIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool* NeedTop (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool* NeedBottom (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceUIFunctionLibrary::GetNeedTopDown(const TArray<bool>& IsVisibles, const TArray<bool>& IsNews, int32 StartIndex, int32 EndIndex, int32 CurrentIndex, bool* NeedTop, bool* NeedBottom)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceUIFunctionLibrary", "GetNeedTopDown");
Params::NoceUIFunctionLibrary_GetNeedTopDown Parms{};
Parms.IsVisibles = std::move(IsVisibles);
Parms.IsNews = std::move(IsNews);
Parms.StartIndex = StartIndex;
Parms.EndIndex = EndIndex;
Parms.CurrentIndex = CurrentIndex;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (NeedTop != nullptr)
*NeedTop = Parms.NeedTop;
if (NeedBottom != nullptr)
*NeedBottom = Parms.NeedBottom;
}
// Function GameNoce.NoceUIFunctionLibrary.GetNeedTopDownWithTextCheck
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// const TArray<bool>& IsVisibles (ConstParm, Parm, ZeroConstructor, NativeAccessSpecifierPublic)
// const TArray<bool>& IsNews (ConstParm, Parm, ZeroConstructor, NativeAccessSpecifierPublic)
// int32 StartIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 EndIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32 CurrentIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const TArray<class FText>& Texts (ConstParm, Parm, ZeroConstructor, NativeAccessSpecifierPublic)
// bool* NeedTop (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool* NeedBottom (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceUIFunctionLibrary::GetNeedTopDownWithTextCheck(const TArray<bool>& IsVisibles, const TArray<bool>& IsNews, int32 StartIndex, int32 EndIndex, int32 CurrentIndex, const TArray<class FText>& Texts, bool* NeedTop, bool* NeedBottom)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceUIFunctionLibrary", "GetNeedTopDownWithTextCheck");
Params::NoceUIFunctionLibrary_GetNeedTopDownWithTextCheck Parms{};
Parms.IsVisibles = std::move(IsVisibles);
Parms.IsNews = std::move(IsNews);
Parms.StartIndex = StartIndex;
Parms.EndIndex = EndIndex;
Parms.CurrentIndex = CurrentIndex;
Parms.Texts = std::move(Texts);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (NeedTop != nullptr)
*NeedTop = Parms.NeedTop;
if (NeedBottom != nullptr)
*NeedBottom = Parms.NeedBottom;
}
// Function GameNoce.NoceUIFunctionLibrary.GetPriorityIndex
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// TArray<int32>& InIDIndexes (Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// const int32& InIDIndex (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<int32>& InPriorities (Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// const int32& InPriority (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32* OutArrayIndex (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceUIFunctionLibrary::GetPriorityIndex(TArray<int32>& InIDIndexes, const int32& InIDIndex, TArray<int32>& InPriorities, const int32& InPriority, int32* OutArrayIndex)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceUIFunctionLibrary", "GetPriorityIndex");
Params::NoceUIFunctionLibrary_GetPriorityIndex Parms{};
Parms.InIDIndexes = std::move(InIDIndexes);
Parms.InIDIndex = InIDIndex;
Parms.InPriorities = std::move(InPriorities);
Parms.InPriority = InPriority;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
InIDIndexes = std::move(Parms.InIDIndexes);
InPriorities = std::move(Parms.InPriorities);
if (OutArrayIndex != nullptr)
*OutArrayIndex = Parms.OutArrayIndex;
}
// Function GameNoce.NoceUIFunctionLibrary.IsNewNotebookContent
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// const TArray<bool>& IsVisibles (ConstParm, Parm, ZeroConstructor, NativeAccessSpecifierPublic)
// const TArray<bool>& IsNews (ConstParm, Parm, ZeroConstructor, NativeAccessSpecifierPublic)
// int32 Index_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceUIFunctionLibrary::IsNewNotebookContent(const TArray<bool>& IsVisibles, const TArray<bool>& IsNews, int32 Index_0)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceUIFunctionLibrary", "IsNewNotebookContent");
Params::NoceUIFunctionLibrary_IsNewNotebookContent Parms{};
Parms.IsVisibles = std::move(IsVisibles);
Parms.IsNews = std::move(IsNews);
Parms.Index_0 = Index_0;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceUIFunctionLibrary.IsVisibleInHierarchy
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UWidget* InWidget (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceUIFunctionLibrary::IsVisibleInHierarchy(class UWidget* InWidget)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceUIFunctionLibrary", "IsVisibleInHierarchy");
Params::NoceUIFunctionLibrary_IsVisibleInHierarchy Parms{};
Parms.InWidget = InWidget;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceUIFunctionLibrary.SetImage
// (Final, BlueprintCosmetic, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// class UImage* InImage (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FSoftObjectPath& InResourceObjectPath (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceUIFunctionLibrary::SetImage(class UImage* InImage, const struct FSoftObjectPath& InResourceObjectPath)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceUIFunctionLibrary", "SetImage");
Params::NoceUIFunctionLibrary_SetImage Parms{};
Parms.InImage = InImage;
Parms.InResourceObjectPath = std::move(InResourceObjectPath);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceUIFunctionLibrary.SetInputImage
// (Final, BlueprintCosmetic, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UImage* InImage (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FName& InIconName (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceUIFunctionLibrary::SetInputImage(class UImage* InImage, const class FName& InIconName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("NoceUIFunctionLibrary", "SetInputImage");
Params::NoceUIFunctionLibrary_SetInputImage Parms{};
Parms.InImage = InImage;
Parms.InIconName = InIconName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
GetDefaultObj()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceUIGameplayTagMappingImage.SetColorByKey
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const struct FGameplayTag& Key (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceUIGameplayTagMappingImage::SetColorByKey(const struct FGameplayTag& Key)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceUIGameplayTagMappingImage", "SetColorByKey");
Params::NoceUIGameplayTagMappingImage_SetColorByKey Parms{};
Parms.Key = std::move(Key);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceUIGameplayTagMappingImage.SetImageByKey
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const struct FGameplayTag& Key (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceUIGameplayTagMappingImage::SetImageByKey(const struct FGameplayTag& Key)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceUIGameplayTagMappingImage", "SetImageByKey");
Params::NoceUIGameplayTagMappingImage_SetImageByKey Parms{};
Parms.Key = std::move(Key);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceUIGameplayTagMappingImage.SetImageIfHasKey
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const struct FGameplayTagContainer& TagContainer (Parm, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceUIGameplayTagMappingImage::SetImageIfHasKey(const struct FGameplayTagContainer& TagContainer)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceUIGameplayTagMappingImage", "SetImageIfHasKey");
Params::NoceUIGameplayTagMappingImage_SetImageIfHasKey Parms{};
Parms.TagContainer = std::move(TagContainer);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceUIImage.SetImageTexture
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// const struct FSoftObjectPath& InImageTexture (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceUIImage::SetImageTexture(const struct FSoftObjectPath& InImageTexture)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceUIImage", "SetImageTexture");
Params::NoceUIImage_SetImageTexture Parms{};
Parms.InImageTexture = std::move(InImageTexture);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceUIInputDirectionHelper.IsLeftRight
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FKey& Key (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceUIInputDirectionHelper::IsLeftRight(const struct FKey& Key)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceUIInputDirectionHelper", "IsLeftRight");
Params::NoceUIInputDirectionHelper_IsLeftRight Parms{};
Parms.Key = std::move(Key);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceUIInputDirectionHelper.IsUpDown
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// const struct FKey& Key (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceUIInputDirectionHelper::IsUpDown(const struct FKey& Key)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceUIInputDirectionHelper", "IsUpDown");
Params::NoceUIInputDirectionHelper_IsUpDown Parms{};
Parms.Key = std::move(Key);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceUIInputDirectionHelper.SetAnalogValue
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const struct FKey& Key (ConstParm, Parm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float Value (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceUIInputDirectionHelper::SetAnalogValue(const struct FKey& Key, float Value)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceUIInputDirectionHelper", "SetAnalogValue");
Params::NoceUIInputDirectionHelper_SetAnalogValue Parms{};
Parms.Key = std::move(Key);
Parms.Value = Value;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceUIInputDirectionHelper.SetupKeys
// (Final, Native, Public, BlueprintCallable)
void UNoceUIInputDirectionHelper::SetupKeys()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceUIInputDirectionHelper", "SetupKeys");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceUIKBActionImage.SetInputAction
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName ActionName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceUIKBActionImage::SetInputAction(class FName ActionName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceUIKBActionImage", "SetInputAction");
Params::NoceUIKBActionImage_SetInputAction Parms{};
Parms.ActionName = ActionName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceUIKBActionImage.UpdateIcon
// (Final, Native, Public, BlueprintCallable)
void UNoceUIKBActionImage::UpdateIcon()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceUIKBActionImage", "UpdateIcon");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceUIKeyMappingImage.SetDefaultImage
// (Native, Event, Protected, BlueprintEvent)
void UNoceUIKeyMappingImage::SetDefaultImage()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceUIKeyMappingImage", "SetDefaultImage");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceUIKeyMappingImage.SetImageKey
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 Key (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceUIKeyMappingImage::SetImageKey(int32 Key)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceUIKeyMappingImage", "SetImageKey");
Params::NoceUIKeyMappingImage_SetImageKey Parms{};
Parms.Key = Key;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceUILockOnTarget.BP_FadeIn
// (Event, Public, BlueprintCallable, BlueprintEvent)
void UNoceUILockOnTarget::BP_FadeIn()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceUILockOnTarget", "BP_FadeIn");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameNoce.NoceUILockOnTarget.BP_FadeOut
// (Event, Public, BlueprintCallable, BlueprintEvent)
void UNoceUILockOnTarget::BP_FadeOut()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceUILockOnTarget", "BP_FadeOut");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameNoce.NoceUIMissionSubsystem.OnGameProgressChanged
// (Final, Native, Protected)
// Parameters:
// const struct FGameplayTag& ProgressTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceUIMissionSubsystem::OnGameProgressChanged(const struct FGameplayTag& ProgressTag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceUIMissionSubsystem", "OnGameProgressChanged");
Params::NoceUIMissionSubsystem_OnGameProgressChanged Parms{};
Parms.ProgressTag = std::move(ProgressTag);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceUIMissionSubsystem.OnMissionStart
// (Event, Protected, HasOutParams, BlueprintEvent)
// Parameters:
// const class FText& InMissionHint (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
void UNoceUIMissionSubsystem::OnMissionStart(const class FText& InMissionHint)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceUIMissionSubsystem", "OnMissionStart");
Params::NoceUIMissionSubsystem_OnMissionStart Parms{};
Parms.InMissionHint = std::move(InMissionHint);
UObject::ProcessEvent(Func, &Parms);
}
// Function GameNoce.NoceUIRestrictionOverlay.BindEvents
// (Final, Native, Public, BlueprintCallable)
void UNoceUIRestrictionOverlay::BindEvents()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceUIRestrictionOverlay", "BindEvents");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceUIRestrictionOverlay.OnRestrictionChanged
// (Final, Native, Protected)
// Parameters:
// ENoceUIRestrictionType InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool IsAdd (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceUIRestrictionOverlay::OnRestrictionChanged(ENoceUIRestrictionType InType, bool IsAdd)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceUIRestrictionOverlay", "OnRestrictionChanged");
Params::NoceUIRestrictionOverlay_OnRestrictionChanged Parms{};
Parms.InType = InType;
Parms.IsAdd = IsAdd;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceUIRestrictionOverlay.UnbindEvents
// (Final, Native, Public, BlueprintCallable)
void UNoceUIRestrictionOverlay::UnbindEvents()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceUIRestrictionOverlay", "UnbindEvents");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceUISubsystem.AddRestriction
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENoceUIRestrictionType InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceUISubsystem::AddRestriction(ENoceUIRestrictionType InType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceUISubsystem", "AddRestriction");
Params::NoceUISubsystem_AddRestriction Parms{};
Parms.InType = InType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceUISubsystem.AddWidget
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UUserWidget* InWidget (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceUISubsystem::AddWidget(class UUserWidget* InWidget)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceUISubsystem", "AddWidget");
Params::NoceUISubsystem_AddWidget Parms{};
Parms.InWidget = InWidget;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceUISubsystem.Clear
// (Final, Native, Public, BlueprintCallable)
void UNoceUISubsystem::Clear()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceUISubsystem", "Clear");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceUISubsystem.ClearWidgetStack
// (Final, Native, Public, BlueprintCallable)
void UNoceUISubsystem::ClearWidgetStack()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceUISubsystem", "ClearWidgetStack");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceUISubsystem.GetTopWidget
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UUserWidget* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UUserWidget* UNoceUISubsystem::GetTopWidget()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceUISubsystem", "GetTopWidget");
Params::NoceUISubsystem_GetTopWidget Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceUISubsystem.GetWidget
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class APlayerController* PlayerController (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FSoftClassPath& Path (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UUserWidget* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UUserWidget* UNoceUISubsystem::GetWidget(class APlayerController* PlayerController, const struct FSoftClassPath& Path)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceUISubsystem", "GetWidget");
Params::NoceUISubsystem_GetWidget Parms{};
Parms.PlayerController = PlayerController;
Parms.Path = std::move(Path);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceUISubsystem.GetWidgetByName
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class APlayerController* PlayerController (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName WidgetName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UUserWidget* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UUserWidget* UNoceUISubsystem::GetWidgetByName(class APlayerController* PlayerController, class FName WidgetName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceUISubsystem", "GetWidgetByName");
Params::NoceUISubsystem_GetWidgetByName Parms{};
Parms.PlayerController = PlayerController;
Parms.WidgetName = WidgetName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceUISubsystem.GetWidgetPathByName
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class FName WidgetName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FSoftClassPath ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
struct FSoftClassPath UNoceUISubsystem::GetWidgetPathByName(class FName WidgetName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceUISubsystem", "GetWidgetPathByName");
Params::NoceUISubsystem_GetWidgetPathByName Parms{};
Parms.WidgetName = WidgetName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceUISubsystem.GetWidgetStack
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// TArray<class UUserWidget*> ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
TArray<class UUserWidget*> UNoceUISubsystem::GetWidgetStack()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceUISubsystem", "GetWidgetStack");
Params::NoceUISubsystem_GetWidgetStack Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceUISubsystem.HasRestriction
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENoceUIRestrictionType InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceUISubsystem::HasRestriction(ENoceUIRestrictionType InType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceUISubsystem", "HasRestriction");
Params::NoceUISubsystem_HasRestriction Parms{};
Parms.InType = InType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceUISubsystem.IsWidgetInStack
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// const struct FSoftClassPath& Path (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool* IsInStack (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UUserWidget** Widget (Parm, OutParm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceUISubsystem::IsWidgetInStack(const struct FSoftClassPath& Path, bool* IsInStack, class UUserWidget** Widget)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceUISubsystem", "IsWidgetInStack");
Params::NoceUISubsystem_IsWidgetInStack Parms{};
Parms.Path = std::move(Path);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (IsInStack != nullptr)
*IsInStack = Parms.IsInStack;
if (Widget != nullptr)
*Widget = Parms.Widget;
}
// Function GameNoce.NoceUISubsystem.NotifyInputDeviceChange
// (Final, Native, Public, BlueprintCallable)
void UNoceUISubsystem::NotifyInputDeviceChange()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceUISubsystem", "NotifyInputDeviceChange");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceUISubsystem.RemoveCreatedUIWidget
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// const struct FSoftClassPath& Path (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceUISubsystem::RemoveCreatedUIWidget(const struct FSoftClassPath& Path)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceUISubsystem", "RemoveCreatedUIWidget");
Params::NoceUISubsystem_RemoveCreatedUIWidget Parms{};
Parms.Path = std::move(Path);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceUISubsystem.RemoveRestriction
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENoceUIRestrictionType InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceUISubsystem::RemoveRestriction(ENoceUIRestrictionType InType)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceUISubsystem", "RemoveRestriction");
Params::NoceUISubsystem_RemoveRestriction Parms{};
Parms.InType = InType;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceUISubsystem.RemoveWidget
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UUserWidget* InWidget (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceUISubsystem::RemoveWidget(class UUserWidget* InWidget)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceUISubsystem", "RemoveWidget");
Params::NoceUISubsystem_RemoveWidget Parms{};
Parms.InWidget = InWidget;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceUISubsystem.RequestLoad
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const TArray<struct FSoftClassPath>& WidgetPaths (Parm, ZeroConstructor, NativeAccessSpecifierPublic)
void UNoceUISubsystem::RequestLoad(const TArray<struct FSoftClassPath>& WidgetPaths)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceUISubsystem", "RequestLoad");
Params::NoceUISubsystem_RequestLoad Parms{};
Parms.WidgetPaths = std::move(WidgetPaths);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceUpgradePopResultWidget.ShowResult
// (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// ENoceUpgradeType InType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName InEmaName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool* NoUse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceUpgradePopResultWidget::ShowResult(ENoceUpgradeType InType, class FName InEmaName, bool* NoUse)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceUpgradePopResultWidget", "ShowResult");
Params::NoceUpgradePopResultWidget_ShowResult Parms{};
Parms.InType = InType;
Parms.InEmaName = InEmaName;
UObject::ProcessEvent(Func, &Parms);
if (NoUse != nullptr)
*NoUse = Parms.NoUse;
}
// Function GameNoce.NoceVerticalGrid.SetNumItemsPerLine
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32 InNumber (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceVerticalGrid::SetNumItemsPerLine(int32 InNumber)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceVerticalGrid", "SetNumItemsPerLine");
Params::NoceVerticalGrid_SetNumItemsPerLine Parms{};
Parms.InNumber = InNumber;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceWalkToComponentInterface.GetIsRunTo
// (Native, Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool INoceWalkToComponentInterface::GetIsRunTo()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("NoceWalkToComponentInterface", "GetIsRunTo");
Params::NoceWalkToComponentInterface_GetIsRunTo Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceWalkToComponentInterface.GetIsWalkTo
// (Native, Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool INoceWalkToComponentInterface::GetIsWalkTo()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("NoceWalkToComponentInterface", "GetIsWalkTo");
Params::NoceWalkToComponentInterface_GetIsWalkTo Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceWalkToComponentInterface.GetIsWalkToWithCameraRotation
// (Native, Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool INoceWalkToComponentInterface::GetIsWalkToWithCameraRotation()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("NoceWalkToComponentInterface", "GetIsWalkToWithCameraRotation");
Params::NoceWalkToComponentInterface_GetIsWalkToWithCameraRotation Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceWaveSpawnManager.OnGameProgressChanged
// (Final, Native, Protected)
// Parameters:
// const struct FGameplayTag& NewTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void ANoceWaveSpawnManager::OnGameProgressChanged(const struct FGameplayTag& NewTag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWaveSpawnManager", "OnGameProgressChanged");
Params::NoceWaveSpawnManager_OnGameProgressChanged Parms{};
Parms.NewTag = std::move(NewTag);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceWeaponSubsystem.GetAttackInfo
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class FName InWeaponName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InDurabilityRatio (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float* OutAttackMultiplier (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float* OutExtraAttackMultiplier (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float* OutWinceMultiplier (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceWeaponSubsystem::GetAttackInfo(class FName InWeaponName, float InDurabilityRatio, float* OutAttackMultiplier, float* OutExtraAttackMultiplier, float* OutWinceMultiplier)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWeaponSubsystem", "GetAttackInfo");
Params::NoceWeaponSubsystem_GetAttackInfo Parms{};
Parms.InWeaponName = InWeaponName;
Parms.InDurabilityRatio = InDurabilityRatio;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutAttackMultiplier != nullptr)
*OutAttackMultiplier = Parms.OutAttackMultiplier;
if (OutExtraAttackMultiplier != nullptr)
*OutExtraAttackMultiplier = Parms.OutExtraAttackMultiplier;
if (OutWinceMultiplier != nullptr)
*OutWinceMultiplier = Parms.OutWinceMultiplier;
}
// Function GameNoce.NoceWeaponSubsystem.GetCanBeBroken
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName InWeaponName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceWeaponSubsystem::GetCanBeBroken(class FName InWeaponName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWeaponSubsystem", "GetCanBeBroken");
Params::NoceWeaponSubsystem_GetCanBeBroken Parms{};
Parms.InWeaponName = InWeaponName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceWeaponSubsystem.GetCanBeBrokenInShiromukuRevive2
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName InWeaponName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceWeaponSubsystem::GetCanBeBrokenInShiromukuRevive2(class FName InWeaponName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWeaponSubsystem", "GetCanBeBrokenInShiromukuRevive2");
Params::NoceWeaponSubsystem_GetCanBeBrokenInShiromukuRevive2 Parms{};
Parms.InWeaponName = InWeaponName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceWeaponSubsystem.GetCanCostDurability
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName InWeaponName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceWeaponSubsystem::GetCanCostDurability(class FName InWeaponName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWeaponSubsystem", "GetCanCostDurability");
Params::NoceWeaponSubsystem_GetCanCostDurability Parms{};
Parms.InWeaponName = InWeaponName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceWeaponSubsystem.GetCanDiscard
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName InWeaponName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceWeaponSubsystem::GetCanDiscard(class FName InWeaponName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWeaponSubsystem", "GetCanDiscard");
Params::NoceWeaponSubsystem_GetCanDiscard Parms{};
Parms.InWeaponName = InWeaponName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceWeaponSubsystem.GetCanFocusAttack
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName InWeaponName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceWeaponSubsystem::GetCanFocusAttack(class FName InWeaponName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWeaponSubsystem", "GetCanFocusAttack");
Params::NoceWeaponSubsystem_GetCanFocusAttack Parms{};
Parms.InWeaponName = InWeaponName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceWeaponSubsystem.GetDeflectRate
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName InWeaponName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InDurabilityRatio (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNoceWeaponSubsystem::GetDeflectRate(class FName InWeaponName, float InDurabilityRatio)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWeaponSubsystem", "GetDeflectRate");
Params::NoceWeaponSubsystem_GetDeflectRate Parms{};
Parms.InWeaponName = InWeaponName;
Parms.InDurabilityRatio = InDurabilityRatio;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceWeaponSubsystem.GetDurabilityUICount
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class FName InWeaponName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InDurability (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32* OutUIMaxCount (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32* OutUICount (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceWeaponSubsystem::GetDurabilityUICount(class FName InWeaponName, float InDurability, int32* OutUIMaxCount, int32* OutUICount)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWeaponSubsystem", "GetDurabilityUICount");
Params::NoceWeaponSubsystem_GetDurabilityUICount Parms{};
Parms.InWeaponName = InWeaponName;
Parms.InDurability = InDurability;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutUIMaxCount != nullptr)
*OutUIMaxCount = Parms.OutUIMaxCount;
if (OutUICount != nullptr)
*OutUICount = Parms.OutUICount;
}
// Function GameNoce.NoceWeaponSubsystem.GetMaxDurability
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName InWeaponName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNoceWeaponSubsystem::GetMaxDurability(class FName InWeaponName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWeaponSubsystem", "GetMaxDurability");
Params::NoceWeaponSubsystem_GetMaxDurability Parms{};
Parms.InWeaponName = InWeaponName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceWeaponSubsystem.GetOverrideComboInfo
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class FName InWeaponName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName InComboName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool* OutFound (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FNoceWeaponInfoOverride* OutComboInfo (Parm, OutParm, NoDestructor, NativeAccessSpecifierPublic)
void UNoceWeaponSubsystem::GetOverrideComboInfo(class FName InWeaponName, class FName InComboName, bool* OutFound, struct FNoceWeaponInfoOverride* OutComboInfo)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWeaponSubsystem", "GetOverrideComboInfo");
Params::NoceWeaponSubsystem_GetOverrideComboInfo Parms{};
Parms.InWeaponName = InWeaponName;
Parms.InComboName = InComboName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutFound != nullptr)
*OutFound = Parms.OutFound;
if (OutComboInfo != nullptr)
*OutComboInfo = std::move(Parms.OutComboInfo);
}
// Function GameNoce.NoceWeaponSubsystem.GetOverrideStaminaKeyCost
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class FName InWeaponName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName InStaminaKey (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool* OutFound (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float* OutStaminaCost (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceWeaponSubsystem::GetOverrideStaminaKeyCost(class FName InWeaponName, class FName InStaminaKey, bool* OutFound, float* OutStaminaCost)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWeaponSubsystem", "GetOverrideStaminaKeyCost");
Params::NoceWeaponSubsystem_GetOverrideStaminaKeyCost Parms{};
Parms.InWeaponName = InWeaponName;
Parms.InStaminaKey = InStaminaKey;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutFound != nullptr)
*OutFound = Parms.OutFound;
if (OutStaminaCost != nullptr)
*OutStaminaCost = Parms.OutStaminaCost;
}
// Function GameNoce.NoceWeaponSubsystem.GetUIInfo
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class FName InWeaponName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InDurabilityRatio (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool* OutShowOnUI (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceWeaponSubsystem::GetUIInfo(class FName InWeaponName, float InDurabilityRatio, bool* OutShowOnUI)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWeaponSubsystem", "GetUIInfo");
Params::NoceWeaponSubsystem_GetUIInfo Parms{};
Parms.InWeaponName = InWeaponName;
Parms.InDurabilityRatio = InDurabilityRatio;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (OutShowOnUI != nullptr)
*OutShowOnUI = Parms.OutShowOnUI;
}
// Function GameNoce.NoceWeaponSubsystem.GetUseFocusAttackWhenFullCharged
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName InWeaponName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceWeaponSubsystem::GetUseFocusAttackWhenFullCharged(class FName InWeaponName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWeaponSubsystem", "GetUseFocusAttackWhenFullCharged");
Params::NoceWeaponSubsystem_GetUseFocusAttackWhenFullCharged Parms{};
Parms.InWeaponName = InWeaponName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceWeaponSubsystem.GetWeaponInfoDataAssetByName
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName InWeaponName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UNoceWeaponInfoDataAsset* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UNoceWeaponInfoDataAsset* UNoceWeaponSubsystem::GetWeaponInfoDataAssetByName(class FName InWeaponName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWeaponSubsystem", "GetWeaponInfoDataAssetByName");
Params::NoceWeaponSubsystem_GetWeaponInfoDataAssetByName Parms{};
Parms.InWeaponName = InWeaponName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceWeaponSubsystem.GetWeaponQueryName
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName InWeaponName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class FName UNoceWeaponSubsystem::GetWeaponQueryName(class FName InWeaponName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWeaponSubsystem", "GetWeaponQueryName");
Params::NoceWeaponSubsystem_GetWeaponQueryName Parms{};
Parms.InWeaponName = InWeaponName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceWeaponSubsystem.SpawnWeaponHandMesh
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// const class UObject* WorldContextObject (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName InWeaponName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FTransform& InTransform (Parm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class ANoceWeapon* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class ANoceWeapon* UNoceWeaponSubsystem::SpawnWeaponHandMesh(const class UObject* WorldContextObject, class FName InWeaponName, const struct FTransform& InTransform)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWeaponSubsystem", "SpawnWeaponHandMesh");
Params::NoceWeaponSubsystem_SpawnWeaponHandMesh Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.InWeaponName = InWeaponName;
Parms.InTransform = std::move(InTransform);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceWepDurabilityWidget.SetDurability
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName WeaponName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float Durability (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceWepDurabilityWidget::SetDurability(class FName WeaponName, float Durability)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWepDurabilityWidget", "SetDurability");
Params::NoceWepDurabilityWidget_SetDurability Parms{};
Parms.WeaponName = WeaponName;
Parms.Durability = Durability;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceWinceDamageReduceComponent.EndWinceDamageReduce
// (Final, Native, Public, BlueprintCallable)
void UNoceWinceDamageReduceComponent::EndWinceDamageReduce()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWinceDamageReduceComponent", "EndWinceDamageReduce");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceWinceDamageReduceComponent.HandleWinceDamage
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InIsForceWince (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float InWinceDamage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNoceWinceDamageReduceComponent::HandleWinceDamage(bool InIsForceWince, float InWinceDamage)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWinceDamageReduceComponent", "HandleWinceDamage");
Params::NoceWinceDamageReduceComponent_HandleWinceDamage Parms{};
Parms.InIsForceWince = InIsForceWince;
Parms.InWinceDamage = InWinceDamage;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceWinceDamageReduceComponent.IsWinceDamageReduce
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UNoceWinceDamageReduceComponent::IsWinceDamageReduce()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWinceDamageReduceComponent", "IsWinceDamageReduce");
Params::NoceWinceDamageReduceComponent_IsWinceDamageReduce Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceWinceDamageReduceComponent.StartWinceDamageReduce
// (Final, Native, Public, BlueprintCallable)
void UNoceWinceDamageReduceComponent::StartWinceDamageReduce()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWinceDamageReduceComponent", "StartWinceDamageReduce");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceWorldManagerSubsystem.ClearAllRequestBySetting
// (Final, Native, Public, BlueprintCallable)
void UNoceWorldManagerSubsystem::ClearAllRequestBySetting()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWorldManagerSubsystem", "ClearAllRequestBySetting");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceWorldManagerSubsystem.NoceDataLayerTrackUpdateCallback
// (Final, Native, Private)
// Parameters:
// const class UDataLayerInstance* InDataLayerInstance (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceWorldManagerSubsystem::NoceDataLayerTrackUpdateCallback(const class UDataLayerInstance* InDataLayerInstance)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWorldManagerSubsystem", "NoceDataLayerTrackUpdateCallback");
Params::NoceWorldManagerSubsystem_NoceDataLayerTrackUpdateCallback Parms{};
Parms.InDataLayerInstance = InDataLayerInstance;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceWorldManagerSubsystem.PauseWorldTriggerUpdate
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool InPause (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceWorldManagerSubsystem::PauseWorldTriggerUpdate(bool InPause)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWorldManagerSubsystem", "PauseWorldTriggerUpdate");
Params::NoceWorldManagerSubsystem_PauseWorldTriggerUpdate Parms{};
Parms.InPause = InPause;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceWorldManagerSubsystem.RegisterLevelAlarm
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceWorldManagerSubsystem::RegisterLevelAlarm(class FName InName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWorldManagerSubsystem", "RegisterLevelAlarm");
Params::NoceWorldManagerSubsystem_RegisterLevelAlarm Parms{};
Parms.InName = InName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceWorldManagerSubsystem.RequestFromWorldTrigger
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor* InTrigger (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class FString& InDisplayName (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UDataLayerAsset* InDataLayer (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EDataLayerRuntimeState TargetState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool DoRequest (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceWorldManagerSubsystem::RequestFromWorldTrigger(class AActor* InTrigger, const class FString& InDisplayName, class UDataLayerAsset* InDataLayer, EDataLayerRuntimeState TargetState, bool DoRequest)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWorldManagerSubsystem", "RequestFromWorldTrigger");
Params::NoceWorldManagerSubsystem_RequestFromWorldTrigger Parms{};
Parms.InTrigger = InTrigger;
Parms.InDisplayName = std::move(InDisplayName);
Parms.InDataLayer = InDataLayer;
Parms.TargetState = TargetState;
Parms.DoRequest = DoRequest;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceWorldManagerSubsystem.RequestGateway
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName InRowName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool DoRequest (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceWorldManagerSubsystem::RequestGateway(class FName InRowName, bool DoRequest)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWorldManagerSubsystem", "RequestGateway");
Params::NoceWorldManagerSubsystem_RequestGateway Parms{};
Parms.InRowName = InRowName;
Parms.DoRequest = DoRequest;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceWorldManagerSubsystem.RequestGatewayWithProgress
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName InRowName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool DoRequest (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FGameplayTag& ProgressTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceWorldManagerSubsystem::RequestGatewayWithProgress(class FName InRowName, bool DoRequest, const struct FGameplayTag& ProgressTag)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWorldManagerSubsystem", "RequestGatewayWithProgress");
Params::NoceWorldManagerSubsystem_RequestGatewayWithProgress Parms{};
Parms.InRowName = InRowName;
Parms.DoRequest = DoRequest;
Parms.ProgressTag = std::move(ProgressTag);
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceWorldManagerSubsystem.UnregisterLevelAlarm
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName InName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceWorldManagerSubsystem::UnregisterLevelAlarm(class FName InName)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceWorldManagerSubsystem", "UnregisterLevelAlarm");
Params::NoceWorldManagerSubsystem_UnregisterLevelAlarm Parms{};
Parms.InName = InName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.PerformanceOptimizerInterface.EnablePerformanceSaving
// (Native, Public)
// Parameters:
// bool Enable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void IPerformanceOptimizerInterface::EnablePerformanceSaving(bool Enable)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("PerformanceOptimizerInterface", "EnablePerformanceSaving");
Params::PerformanceOptimizerInterface_EnablePerformanceSaving Parms{};
Parms.Enable = Enable;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.PerformanceOptimizerInterface.EnablePerformanceSaving_BP
// (Native, Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool Enable (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void IPerformanceOptimizerInterface::EnablePerformanceSaving_BP(bool Enable)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = AsUObject()->Class->GetFunction("PerformanceOptimizerInterface", "EnablePerformanceSaving_BP");
Params::PerformanceOptimizerInterface_EnablePerformanceSaving_BP Parms{};
Parms.Enable = Enable;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
AsUObject()->ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceColorCorrectionSubsystem.GetBrightness
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNoceColorCorrectionSubsystem::GetBrightness()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceColorCorrectionSubsystem", "GetBrightness");
Params::NoceColorCorrectionSubsystem_GetBrightness Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceColorCorrectionSubsystem.GetContrast
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float UNoceColorCorrectionSubsystem::GetContrast()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceColorCorrectionSubsystem", "GetContrast");
Params::NoceColorCorrectionSubsystem_GetContrast Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameNoce.NoceColorCorrectionSubsystem.SetBrightness
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float InVal (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceColorCorrectionSubsystem::SetBrightness(float InVal)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceColorCorrectionSubsystem", "SetBrightness");
Params::NoceColorCorrectionSubsystem_SetBrightness Parms{};
Parms.InVal = InVal;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameNoce.NoceColorCorrectionSubsystem.SetContrast
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float InVal (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UNoceColorCorrectionSubsystem::SetContrast(float InVal)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("NoceColorCorrectionSubsystem", "SetContrast");
Params::NoceColorCorrectionSubsystem_SetContrast Parms{};
Parms.InVal = InVal;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
}