#pragma once // Dumped with Dumper-7! #include "../SDK.hpp" namespace SDK { //--------------------------------------------------------------------------------------------------------------------- // FUNCTIONS //--------------------------------------------------------------------------------------------------------------------- // Class ModularGameplay.GameFrameworkComponent // (None) class UClass* UGameFrameworkComponent::StaticClass() { static class UClass* Clss = nullptr; if (!Clss) Clss = UObject::FindClassFast("GameFrameworkComponent"); return Clss; } // GameFrameworkComponent ModularGameplay.Default__GameFrameworkComponent // (Public, ClassDefaultObject, ArchetypeObject) class UGameFrameworkComponent* UGameFrameworkComponent::GetDefaultObj() { static class UGameFrameworkComponent* Default = nullptr; if (!Default) Default = static_cast(UGameFrameworkComponent::StaticClass()->DefaultObject); return Default; } // Class ModularGameplay.ControllerComponent // (None) class UClass* UControllerComponent::StaticClass() { static class UClass* Clss = nullptr; if (!Clss) Clss = UObject::FindClassFast("ControllerComponent"); return Clss; } // ControllerComponent ModularGameplay.Default__ControllerComponent // (Public, ClassDefaultObject, ArchetypeObject) class UControllerComponent* UControllerComponent::GetDefaultObj() { static class UControllerComponent* Default = nullptr; if (!Default) Default = static_cast(UControllerComponent::StaticClass()->DefaultObject); return Default; } // Class ModularGameplay.GameFrameworkComponentManager // (None) class UClass* UGameFrameworkComponentManager::StaticClass() { static class UClass* Clss = nullptr; if (!Clss) Clss = UObject::FindClassFast("GameFrameworkComponentManager"); return Clss; } // GameFrameworkComponentManager ModularGameplay.Default__GameFrameworkComponentManager // (Public, ClassDefaultObject, ArchetypeObject) class UGameFrameworkComponentManager* UGameFrameworkComponentManager::GetDefaultObj() { static class UGameFrameworkComponentManager* Default = nullptr; if (!Default) Default = static_cast(UGameFrameworkComponentManager::StaticClass()->DefaultObject); return Default; } // Function ModularGameplay.GameFrameworkComponentManager.UnregisterClassInitStateDelegate // (Final, Native, Public, BlueprintCallable) // Parameters: // TSoftClassPtr ActorClass (Parm, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) // FDelegateProperty_ DelegateToRemove (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UGameFrameworkComponentManager::UnregisterClassInitStateDelegate(TSoftClassPtr ActorClass, FDelegateProperty_ DelegateToRemove) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("GameFrameworkComponentManager", "UnregisterClassInitStateDelegate"); Params::UGameFrameworkComponentManager_UnregisterClassInitStateDelegate_Params Parms{}; Parms.ActorClass = ActorClass; Parms.DelegateToRemove = DelegateToRemove; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function ModularGameplay.GameFrameworkComponentManager.UnregisterActorInitStateDelegate // (Final, Native, Public, BlueprintCallable) // Parameters: // class AActor* Actor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // FDelegateProperty_ DelegateToRemove (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UGameFrameworkComponentManager::UnregisterActorInitStateDelegate(class AActor* Actor, FDelegateProperty_ DelegateToRemove) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("GameFrameworkComponentManager", "UnregisterActorInitStateDelegate"); Params::UGameFrameworkComponentManager_UnregisterActorInitStateDelegate_Params Parms{}; Parms.Actor = Actor; Parms.DelegateToRemove = DelegateToRemove; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function ModularGameplay.GameFrameworkComponentManager.SendExtensionEvent // (Final, Native, Public, BlueprintCallable) // Parameters: // class AActor* Receiver (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName EventName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bOnlyInGameWorlds (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UGameFrameworkComponentManager::SendExtensionEvent(class AActor* Receiver, class FName EventName, bool bOnlyInGameWorlds) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("GameFrameworkComponentManager", "SendExtensionEvent"); Params::UGameFrameworkComponentManager_SendExtensionEvent_Params Parms{}; Parms.Receiver = Receiver; Parms.EventName = EventName; Parms.bOnlyInGameWorlds = bOnlyInGameWorlds; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function ModularGameplay.GameFrameworkComponentManager.RemoveReceiver // (Final, Native, Public, BlueprintCallable) // Parameters: // class AActor* Receiver (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UGameFrameworkComponentManager::RemoveReceiver(class AActor* Receiver) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("GameFrameworkComponentManager", "RemoveReceiver"); Params::UGameFrameworkComponentManager_RemoveReceiver_Params Parms{}; Parms.Receiver = Receiver; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function ModularGameplay.GameFrameworkComponentManager.RegisterAndCallForClassInitState // (Final, Native, Public, BlueprintCallable) // Parameters: // TSoftClassPtr ActorClass (Parm, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName FeatureName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FGameplayTag RequiredState (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // FDelegateProperty_ Delegate (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bCallImmediately (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UGameFrameworkComponentManager::RegisterAndCallForClassInitState(TSoftClassPtr ActorClass, class FName FeatureName, const struct FGameplayTag& RequiredState, FDelegateProperty_ Delegate, bool bCallImmediately) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("GameFrameworkComponentManager", "RegisterAndCallForClassInitState"); Params::UGameFrameworkComponentManager_RegisterAndCallForClassInitState_Params Parms{}; Parms.ActorClass = ActorClass; Parms.FeatureName = FeatureName; Parms.RequiredState = RequiredState; Parms.Delegate = Delegate; Parms.bCallImmediately = bCallImmediately; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function ModularGameplay.GameFrameworkComponentManager.RegisterAndCallForActorInitState // (Final, Native, Public, BlueprintCallable) // Parameters: // class AActor* Actor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName FeatureName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FGameplayTag RequiredState (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // FDelegateProperty_ Delegate (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bCallImmediately (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UGameFrameworkComponentManager::RegisterAndCallForActorInitState(class AActor* Actor, class FName FeatureName, const struct FGameplayTag& RequiredState, FDelegateProperty_ Delegate, bool bCallImmediately) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("GameFrameworkComponentManager", "RegisterAndCallForActorInitState"); Params::UGameFrameworkComponentManager_RegisterAndCallForActorInitState_Params Parms{}; Parms.Actor = Actor; Parms.FeatureName = FeatureName; Parms.RequiredState = RequiredState; Parms.Delegate = Delegate; Parms.bCallImmediately = bCallImmediately; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function ModularGameplay.GameFrameworkComponentManager.AddReceiver // (Final, Native, Public, BlueprintCallable) // Parameters: // class AActor* Receiver (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bAddOnlyInGameWorlds (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UGameFrameworkComponentManager::AddReceiver(class AActor* Receiver, bool bAddOnlyInGameWorlds) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("GameFrameworkComponentManager", "AddReceiver"); Params::UGameFrameworkComponentManager_AddReceiver_Params Parms{}; Parms.Receiver = Receiver; Parms.bAddOnlyInGameWorlds = bAddOnlyInGameWorlds; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Class ModularGameplay.GameFrameworkInitStateInterface // (None) class UClass* IGameFrameworkInitStateInterface::StaticClass() { static class UClass* Clss = nullptr; if (!Clss) Clss = UObject::FindClassFast("GameFrameworkInitStateInterface"); return Clss; } // GameFrameworkInitStateInterface ModularGameplay.Default__GameFrameworkInitStateInterface // (Public, ClassDefaultObject, ArchetypeObject) class IGameFrameworkInitStateInterface* IGameFrameworkInitStateInterface::GetDefaultObj() { static class IGameFrameworkInitStateInterface* Default = nullptr; if (!Default) Default = static_cast(IGameFrameworkInitStateInterface::StaticClass()->DefaultObject); return Default; } // Function ModularGameplay.GameFrameworkInitStateInterface.UnregisterInitStateDelegate // (Native, Public, BlueprintCallable) // Parameters: // FDelegateProperty_ Delegate (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool IGameFrameworkInitStateInterface::UnregisterInitStateDelegate(FDelegateProperty_ Delegate) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("GameFrameworkInitStateInterface", "UnregisterInitStateDelegate"); Params::IGameFrameworkInitStateInterface_UnregisterInitStateDelegate_Params Parms{}; Parms.Delegate = Delegate; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function ModularGameplay.GameFrameworkInitStateInterface.RegisterAndCallForInitStateChange // (Native, Public, BlueprintCallable) // Parameters: // struct FGameplayTag RequiredState (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // FDelegateProperty_ Delegate (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bCallImmediately (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool IGameFrameworkInitStateInterface::RegisterAndCallForInitStateChange(const struct FGameplayTag& RequiredState, FDelegateProperty_ Delegate, bool bCallImmediately) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("GameFrameworkInitStateInterface", "RegisterAndCallForInitStateChange"); Params::IGameFrameworkInitStateInterface_RegisterAndCallForInitStateChange_Params Parms{}; Parms.RequiredState = RequiredState; Parms.Delegate = Delegate; Parms.bCallImmediately = bCallImmediately; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function ModularGameplay.GameFrameworkInitStateInterface.HasReachedInitState // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // struct FGameplayTag DesiredState (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool IGameFrameworkInitStateInterface::HasReachedInitState(const struct FGameplayTag& DesiredState) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("GameFrameworkInitStateInterface", "HasReachedInitState"); Params::IGameFrameworkInitStateInterface_HasReachedInitState_Params Parms{}; Parms.DesiredState = DesiredState; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function ModularGameplay.GameFrameworkInitStateInterface.GetInitState // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // struct FGameplayTag ReturnValue (Parm, OutParm, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) struct FGameplayTag IGameFrameworkInitStateInterface::GetInitState() { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("GameFrameworkInitStateInterface", "GetInitState"); Params::IGameFrameworkInitStateInterface_GetInitState_Params Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function ModularGameplay.GameFrameworkInitStateInterface.GetFeatureName // (Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class FName ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class FName IGameFrameworkInitStateInterface::GetFeatureName() { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("GameFrameworkInitStateInterface", "GetFeatureName"); Params::IGameFrameworkInitStateInterface_GetFeatureName_Params Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Class ModularGameplay.GameStateComponent // (None) class UClass* UGameStateComponent::StaticClass() { static class UClass* Clss = nullptr; if (!Clss) Clss = UObject::FindClassFast("GameStateComponent"); return Clss; } // GameStateComponent ModularGameplay.Default__GameStateComponent // (Public, ClassDefaultObject, ArchetypeObject) class UGameStateComponent* UGameStateComponent::GetDefaultObj() { static class UGameStateComponent* Default = nullptr; if (!Default) Default = static_cast(UGameStateComponent::StaticClass()->DefaultObject); return Default; } // Class ModularGameplay.PawnComponent // (None) class UClass* UPawnComponent::StaticClass() { static class UClass* Clss = nullptr; if (!Clss) Clss = UObject::FindClassFast("PawnComponent"); return Clss; } // PawnComponent ModularGameplay.Default__PawnComponent // (Public, ClassDefaultObject, ArchetypeObject) class UPawnComponent* UPawnComponent::GetDefaultObj() { static class UPawnComponent* Default = nullptr; if (!Default) Default = static_cast(UPawnComponent::StaticClass()->DefaultObject); return Default; } // Class ModularGameplay.PlayerStateComponent // (None) class UClass* UPlayerStateComponent::StaticClass() { static class UClass* Clss = nullptr; if (!Clss) Clss = UObject::FindClassFast("PlayerStateComponent"); return Clss; } // PlayerStateComponent ModularGameplay.Default__PlayerStateComponent // (Public, ClassDefaultObject, ArchetypeObject) class UPlayerStateComponent* UPlayerStateComponent::GetDefaultObj() { static class UPlayerStateComponent* Default = nullptr; if (!Default) Default = static_cast(UPlayerStateComponent::StaticClass()->DefaultObject); return Default; } }