#pragma once // Dumped with Dumper-7! #include "../SDK.hpp" namespace SDK { //--------------------------------------------------------------------------------------------------------------------- // FUNCTIONS //--------------------------------------------------------------------------------------------------------------------- // Class ActorSequence.ActorSequence // (None) class UClass* UActorSequence::StaticClass() { static class UClass* Clss = nullptr; if (!Clss) Clss = UObject::FindClassFast("ActorSequence"); return Clss; } // ActorSequence ActorSequence.Default__ActorSequence // (Public, ClassDefaultObject, ArchetypeObject) class UActorSequence* UActorSequence::GetDefaultObj() { static class UActorSequence* Default = nullptr; if (!Default) Default = static_cast(UActorSequence::StaticClass()->DefaultObject); return Default; } // Class ActorSequence.ActorSequenceComponent // (None) class UClass* UActorSequenceComponent::StaticClass() { static class UClass* Clss = nullptr; if (!Clss) Clss = UObject::FindClassFast("ActorSequenceComponent"); return Clss; } // ActorSequenceComponent ActorSequence.Default__ActorSequenceComponent // (Public, ClassDefaultObject, ArchetypeObject) class UActorSequenceComponent* UActorSequenceComponent::GetDefaultObj() { static class UActorSequenceComponent* Default = nullptr; if (!Default) Default = static_cast(UActorSequenceComponent::StaticClass()->DefaultObject); return Default; } // Function ActorSequence.ActorSequenceComponent.StopSequence // (Final, Native, Public, BlueprintCallable) // Parameters: void UActorSequenceComponent::StopSequence() { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("ActorSequenceComponent", "StopSequence"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function ActorSequence.ActorSequenceComponent.PlaySequence // (Final, Native, Public, BlueprintCallable) // Parameters: void UActorSequenceComponent::PlaySequence() { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("ActorSequenceComponent", "PlaySequence"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function ActorSequence.ActorSequenceComponent.PauseSequence // (Final, Native, Public, BlueprintCallable) // Parameters: void UActorSequenceComponent::PauseSequence() { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("ActorSequenceComponent", "PauseSequence"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Class ActorSequence.ActorSequencePlayer // (None) class UClass* UActorSequencePlayer::StaticClass() { static class UClass* Clss = nullptr; if (!Clss) Clss = UObject::FindClassFast("ActorSequencePlayer"); return Clss; } // ActorSequencePlayer ActorSequence.Default__ActorSequencePlayer // (Public, ClassDefaultObject, ArchetypeObject) class UActorSequencePlayer* UActorSequencePlayer::GetDefaultObj() { static class UActorSequencePlayer* Default = nullptr; if (!Default) Default = static_cast(UActorSequencePlayer::StaticClass()->DefaultObject); return Default; } }