#pragma once // Dumped with Dumper-7! #include "../SDK.hpp" namespace SDK { //--------------------------------------------------------------------------------------------------------------------- // FUNCTIONS //--------------------------------------------------------------------------------------------------------------------- // Class CommonInput.CommonInputActionDomain // (None) class UClass* UCommonInputActionDomain::StaticClass() { static class UClass* Clss = nullptr; if (!Clss) Clss = UObject::FindClassFast("CommonInputActionDomain"); return Clss; } // CommonInputActionDomain CommonInput.Default__CommonInputActionDomain // (Public, ClassDefaultObject, ArchetypeObject) class UCommonInputActionDomain* UCommonInputActionDomain::GetDefaultObj() { static class UCommonInputActionDomain* Default = nullptr; if (!Default) Default = static_cast(UCommonInputActionDomain::StaticClass()->DefaultObject); return Default; } // Class CommonInput.CommonInputActionDomainTable // (None) class UClass* UCommonInputActionDomainTable::StaticClass() { static class UClass* Clss = nullptr; if (!Clss) Clss = UObject::FindClassFast("CommonInputActionDomainTable"); return Clss; } // CommonInputActionDomainTable CommonInput.Default__CommonInputActionDomainTable // (Public, ClassDefaultObject, ArchetypeObject) class UCommonInputActionDomainTable* UCommonInputActionDomainTable::GetDefaultObj() { static class UCommonInputActionDomainTable* Default = nullptr; if (!Default) Default = static_cast(UCommonInputActionDomainTable::StaticClass()->DefaultObject); return Default; } // Class CommonInput.CommonUIInputData // (None) class UClass* UCommonUIInputData::StaticClass() { static class UClass* Clss = nullptr; if (!Clss) Clss = UObject::FindClassFast("CommonUIInputData"); return Clss; } // CommonUIInputData CommonInput.Default__CommonUIInputData // (Public, ClassDefaultObject, ArchetypeObject) class UCommonUIInputData* UCommonUIInputData::GetDefaultObj() { static class UCommonUIInputData* Default = nullptr; if (!Default) Default = static_cast(UCommonUIInputData::StaticClass()->DefaultObject); return Default; } // Class CommonInput.CommonInputBaseControllerData // (None) class UClass* UCommonInputBaseControllerData::StaticClass() { static class UClass* Clss = nullptr; if (!Clss) Clss = UObject::FindClassFast("CommonInputBaseControllerData"); return Clss; } // CommonInputBaseControllerData CommonInput.Default__CommonInputBaseControllerData // (Public, ClassDefaultObject, ArchetypeObject) class UCommonInputBaseControllerData* UCommonInputBaseControllerData::GetDefaultObj() { static class UCommonInputBaseControllerData* Default = nullptr; if (!Default) Default = static_cast(UCommonInputBaseControllerData::StaticClass()->DefaultObject); return Default; } // Function CommonInput.CommonInputBaseControllerData.GetRegisteredGamepads // (Final, Native, Static, Public) // Parameters: // TArray ReturnValue (ConstParm, Parm, OutParm, ZeroConstructor, ReturnParm, ReferenceParm, NativeAccessSpecifierPublic) TArray UCommonInputBaseControllerData::GetRegisteredGamepads() { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("CommonInputBaseControllerData", "GetRegisteredGamepads"); Params::UCommonInputBaseControllerData_GetRegisteredGamepads_Params Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Class CommonInput.CommonInputPlatformSettings // (None) class UClass* UCommonInputPlatformSettings::StaticClass() { static class UClass* Clss = nullptr; if (!Clss) Clss = UObject::FindClassFast("CommonInputPlatformSettings"); return Clss; } // CommonInputPlatformSettings CommonInput.Default__CommonInputPlatformSettings // (Public, ClassDefaultObject, ArchetypeObject) class UCommonInputPlatformSettings* UCommonInputPlatformSettings::GetDefaultObj() { static class UCommonInputPlatformSettings* Default = nullptr; if (!Default) Default = static_cast(UCommonInputPlatformSettings::StaticClass()->DefaultObject); return Default; } // Class CommonInput.CommonInputSettings // (None) class UClass* UCommonInputSettings::StaticClass() { static class UClass* Clss = nullptr; if (!Clss) Clss = UObject::FindClassFast("CommonInputSettings"); return Clss; } // CommonInputSettings CommonInput.Default__CommonInputSettings // (Public, ClassDefaultObject, ArchetypeObject) class UCommonInputSettings* UCommonInputSettings::GetDefaultObj() { static class UCommonInputSettings* Default = nullptr; if (!Default) Default = static_cast(UCommonInputSettings::StaticClass()->DefaultObject); return Default; } // Class CommonInput.CommonInputSubsystem // (None) class UClass* UCommonInputSubsystem::StaticClass() { static class UClass* Clss = nullptr; if (!Clss) Clss = UObject::FindClassFast("CommonInputSubsystem"); return Clss; } // CommonInputSubsystem CommonInput.Default__CommonInputSubsystem // (Public, ClassDefaultObject, ArchetypeObject) class UCommonInputSubsystem* UCommonInputSubsystem::GetDefaultObj() { static class UCommonInputSubsystem* Default = nullptr; if (!Default) Default = static_cast(UCommonInputSubsystem::StaticClass()->DefaultObject); return Default; } // Function CommonInput.CommonInputSubsystem.ShouldShowInputKeys // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UCommonInputSubsystem::ShouldShowInputKeys() { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("CommonInputSubsystem", "ShouldShowInputKeys"); Params::UCommonInputSubsystem_ShouldShowInputKeys_Params Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function CommonInput.CommonInputSubsystem.SetGamepadInputType // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName InGamepadInputType (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UCommonInputSubsystem::SetGamepadInputType(class FName InGamepadInputType) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("CommonInputSubsystem", "SetGamepadInputType"); Params::UCommonInputSubsystem_SetGamepadInputType_Params Parms{}; Parms.InGamepadInputType = InGamepadInputType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function CommonInput.CommonInputSubsystem.SetCurrentInputType // (Final, Native, Public, BlueprintCallable) // Parameters: // enum class ECommonInputType NewInputType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UCommonInputSubsystem::SetCurrentInputType(enum class ECommonInputType NewInputType) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("CommonInputSubsystem", "SetCurrentInputType"); Params::UCommonInputSubsystem_SetCurrentInputType_Params Parms{}; Parms.NewInputType = NewInputType; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function CommonInput.CommonInputSubsystem.IsUsingPointerInput // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UCommonInputSubsystem::IsUsingPointerInput() { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("CommonInputSubsystem", "IsUsingPointerInput"); Params::UCommonInputSubsystem_IsUsingPointerInput_Params Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function CommonInput.CommonInputSubsystem.IsInputMethodActive // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // enum class ECommonInputType InputMethod (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UCommonInputSubsystem::IsInputMethodActive(enum class ECommonInputType InputMethod) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("CommonInputSubsystem", "IsInputMethodActive"); Params::UCommonInputSubsystem_IsInputMethodActive_Params Parms{}; Parms.InputMethod = InputMethod; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function CommonInput.CommonInputSubsystem.GetDefaultInputType // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // enum class ECommonInputType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) enum class ECommonInputType UCommonInputSubsystem::GetDefaultInputType() { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("CommonInputSubsystem", "GetDefaultInputType"); Params::UCommonInputSubsystem_GetDefaultInputType_Params Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function CommonInput.CommonInputSubsystem.GetCurrentInputType // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // enum class ECommonInputType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) enum class ECommonInputType UCommonInputSubsystem::GetCurrentInputType() { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("CommonInputSubsystem", "GetCurrentInputType"); Params::UCommonInputSubsystem_GetCurrentInputType_Params Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function CommonInput.CommonInputSubsystem.GetCurrentGamepadName // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // class FName ReturnValue (ConstParm, Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class FName UCommonInputSubsystem::GetCurrentGamepadName() { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("CommonInputSubsystem", "GetCurrentGamepadName"); Params::UCommonInputSubsystem_GetCurrentGamepadName_Params Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } }