#pragma once // Dumped with Dumper-7! #include "../SDK.hpp" namespace SDK { //--------------------------------------------------------------------------------------------------------------------- // FUNCTIONS //--------------------------------------------------------------------------------------------------------------------- // Class ActorLayerUtilities.LayersBlueprintLibrary // (None) class UClass* ULayersBlueprintLibrary::StaticClass() { static class UClass* Clss = nullptr; if (!Clss) Clss = UObject::FindClassFast("LayersBlueprintLibrary"); return Clss; } // LayersBlueprintLibrary ActorLayerUtilities.Default__LayersBlueprintLibrary // (Public, ClassDefaultObject, ArchetypeObject) class ULayersBlueprintLibrary* ULayersBlueprintLibrary::GetDefaultObj() { static class ULayersBlueprintLibrary* Default = nullptr; if (!Default) Default = static_cast(ULayersBlueprintLibrary::StaticClass()->DefaultObject); return Default; } // Function ActorLayerUtilities.LayersBlueprintLibrary.RemoveActorFromLayer // (Final, Native, Static, Public, HasOutParams, BlueprintCallable) // Parameters: // class AActor* InActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FActorLayer Layer (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic) void ULayersBlueprintLibrary::RemoveActorFromLayer(class AActor* InActor, struct FActorLayer& Layer) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("LayersBlueprintLibrary", "RemoveActorFromLayer"); Params::ULayersBlueprintLibrary_RemoveActorFromLayer_Params Parms{}; Parms.InActor = InActor; Parms.Layer = Layer; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function ActorLayerUtilities.LayersBlueprintLibrary.GetActors // (Final, Native, Static, Public, HasOutParams, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FActorLayer ActorLayer (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic) // TArray ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic) TArray ULayersBlueprintLibrary::GetActors(class UObject* WorldContextObject, struct FActorLayer& ActorLayer) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("LayersBlueprintLibrary", "GetActors"); Params::ULayersBlueprintLibrary_GetActors_Params Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.ActorLayer = ActorLayer; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function ActorLayerUtilities.LayersBlueprintLibrary.AddActorToLayer // (Final, Native, Static, Public, HasOutParams, BlueprintCallable) // Parameters: // class AActor* InActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FActorLayer Layer (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic) void ULayersBlueprintLibrary::AddActorToLayer(class AActor* InActor, struct FActorLayer& Layer) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("LayersBlueprintLibrary", "AddActorToLayer"); Params::ULayersBlueprintLibrary_AddActorToLayer_Params Parms{}; Parms.InActor = InActor; Parms.Layer = Layer; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } }