#pragma once // Dumped with Dumper-7! #include "../SDK.hpp" namespace SDK { //--------------------------------------------------------------------------------------------------------------------- // FUNCTIONS //--------------------------------------------------------------------------------------------------------------------- // Class CommonGame.AsyncAction_CreateWidgetAsync // (None) class UClass* UAsyncAction_CreateWidgetAsync::StaticClass() { static class UClass* Clss = nullptr; if (!Clss) Clss = UObject::FindClassFast("AsyncAction_CreateWidgetAsync"); return Clss; } // AsyncAction_CreateWidgetAsync CommonGame.Default__AsyncAction_CreateWidgetAsync // (Public, ClassDefaultObject, ArchetypeObject) class UAsyncAction_CreateWidgetAsync* UAsyncAction_CreateWidgetAsync::GetDefaultObj() { static class UAsyncAction_CreateWidgetAsync* Default = nullptr; if (!Default) Default = static_cast(UAsyncAction_CreateWidgetAsync::StaticClass()->DefaultObject); return Default; } // Function CommonGame.AsyncAction_CreateWidgetAsync.CreateWidgetAsync // (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TSoftClassPtr UserWidgetSoftClass (Parm, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class APlayerController* OwningPlayer (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bSuspendInputUntilComplete (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UAsyncAction_CreateWidgetAsync*ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UAsyncAction_CreateWidgetAsync* UAsyncAction_CreateWidgetAsync::CreateWidgetAsync(class UObject* WorldContextObject, TSoftClassPtr UserWidgetSoftClass, class APlayerController* OwningPlayer, bool bSuspendInputUntilComplete) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("AsyncAction_CreateWidgetAsync", "CreateWidgetAsync"); Params::UAsyncAction_CreateWidgetAsync_CreateWidgetAsync_Params Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.UserWidgetSoftClass = UserWidgetSoftClass; Parms.OwningPlayer = OwningPlayer; Parms.bSuspendInputUntilComplete = bSuspendInputUntilComplete; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Class CommonGame.AsyncAction_PushContentToLayerForPlayer // (None) class UClass* UAsyncAction_PushContentToLayerForPlayer::StaticClass() { static class UClass* Clss = nullptr; if (!Clss) Clss = UObject::FindClassFast("AsyncAction_PushContentToLayerForPlayer"); return Clss; } // AsyncAction_PushContentToLayerForPlayer CommonGame.Default__AsyncAction_PushContentToLayerForPlayer // (Public, ClassDefaultObject, ArchetypeObject) class UAsyncAction_PushContentToLayerForPlayer* UAsyncAction_PushContentToLayerForPlayer::GetDefaultObj() { static class UAsyncAction_PushContentToLayerForPlayer* Default = nullptr; if (!Default) Default = static_cast(UAsyncAction_PushContentToLayerForPlayer::StaticClass()->DefaultObject); return Default; } // Function CommonGame.AsyncAction_PushContentToLayerForPlayer.PushContentToLayerForPlayer // (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable) // Parameters: // class APlayerController* OwningPlayer (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TSoftClassPtrWidgetClass (Parm, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FGameplayTag LayerName (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bSuspendInputUntilComplete (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UAsyncAction_PushContentToLayerForPlayer*ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UAsyncAction_PushContentToLayerForPlayer* UAsyncAction_PushContentToLayerForPlayer::PushContentToLayerForPlayer(class APlayerController* OwningPlayer, TSoftClassPtr WidgetClass, const struct FGameplayTag& LayerName, bool bSuspendInputUntilComplete) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("AsyncAction_PushContentToLayerForPlayer", "PushContentToLayerForPlayer"); Params::UAsyncAction_PushContentToLayerForPlayer_PushContentToLayerForPlayer_Params Parms{}; Parms.OwningPlayer = OwningPlayer; Parms.WidgetClass = WidgetClass; Parms.LayerName = LayerName; Parms.bSuspendInputUntilComplete = bSuspendInputUntilComplete; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Class CommonGame.AsyncAction_ShowConfirmation // (None) class UClass* UAsyncAction_ShowConfirmation::StaticClass() { static class UClass* Clss = nullptr; if (!Clss) Clss = UObject::FindClassFast("AsyncAction_ShowConfirmation"); return Clss; } // AsyncAction_ShowConfirmation CommonGame.Default__AsyncAction_ShowConfirmation // (Public, ClassDefaultObject, ArchetypeObject) class UAsyncAction_ShowConfirmation* UAsyncAction_ShowConfirmation::GetDefaultObj() { static class UAsyncAction_ShowConfirmation* Default = nullptr; if (!Default) Default = static_cast(UAsyncAction_ShowConfirmation::StaticClass()->DefaultObject); return Default; } // Function CommonGame.AsyncAction_ShowConfirmation.ShowConfirmationYesNo // (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable) // Parameters: // class UObject* InWorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FText Title (Parm, NativeAccessSpecifierPublic) // class FText Message (Parm, NativeAccessSpecifierPublic) // class UAsyncAction_ShowConfirmation*ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UAsyncAction_ShowConfirmation* UAsyncAction_ShowConfirmation::ShowConfirmationYesNo(class UObject* InWorldContextObject, class FText Title, class FText Message) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("AsyncAction_ShowConfirmation", "ShowConfirmationYesNo"); Params::UAsyncAction_ShowConfirmation_ShowConfirmationYesNo_Params Parms{}; Parms.InWorldContextObject = InWorldContextObject; Parms.Title = Title; Parms.Message = Message; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function CommonGame.AsyncAction_ShowConfirmation.ShowConfirmationOkCancel // (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable) // Parameters: // class UObject* InWorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FText Title (Parm, NativeAccessSpecifierPublic) // class FText Message (Parm, NativeAccessSpecifierPublic) // class UAsyncAction_ShowConfirmation*ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UAsyncAction_ShowConfirmation* UAsyncAction_ShowConfirmation::ShowConfirmationOkCancel(class UObject* InWorldContextObject, class FText Title, class FText Message) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("AsyncAction_ShowConfirmation", "ShowConfirmationOkCancel"); Params::UAsyncAction_ShowConfirmation_ShowConfirmationOkCancel_Params Parms{}; Parms.InWorldContextObject = InWorldContextObject; Parms.Title = Title; Parms.Message = Message; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function CommonGame.AsyncAction_ShowConfirmation.ShowConfirmationCustom // (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable) // Parameters: // class UObject* InWorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UCommonGameDialogDescriptor* Descriptor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UAsyncAction_ShowConfirmation*ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UAsyncAction_ShowConfirmation* UAsyncAction_ShowConfirmation::ShowConfirmationCustom(class UObject* InWorldContextObject, class UCommonGameDialogDescriptor* Descriptor) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("AsyncAction_ShowConfirmation", "ShowConfirmationCustom"); Params::UAsyncAction_ShowConfirmation_ShowConfirmationCustom_Params Parms{}; Parms.InWorldContextObject = InWorldContextObject; Parms.Descriptor = Descriptor; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Class CommonGame.CommonGameInstance // (None) class UClass* UCommonGameInstance::StaticClass() { static class UClass* Clss = nullptr; if (!Clss) Clss = UObject::FindClassFast("CommonGameInstance"); return Clss; } // CommonGameInstance CommonGame.Default__CommonGameInstance // (Public, ClassDefaultObject, ArchetypeObject) class UCommonGameInstance* UCommonGameInstance::GetDefaultObj() { static class UCommonGameInstance* Default = nullptr; if (!Default) Default = static_cast(UCommonGameInstance::StaticClass()->DefaultObject); return Default; } // Function CommonGame.CommonGameInstance.HandleSystemMessage // (Native, Public) // Parameters: // struct FGameplayTag MessageType (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FText Title (Parm, NativeAccessSpecifierPublic) // class FText Message (Parm, NativeAccessSpecifierPublic) void UCommonGameInstance::HandleSystemMessage(const struct FGameplayTag& MessageType, class FText Title, class FText Message) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("CommonGameInstance", "HandleSystemMessage"); Params::UCommonGameInstance_HandleSystemMessage_Params Parms{}; Parms.MessageType = MessageType; Parms.Title = Title; Parms.Message = Message; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function CommonGame.CommonGameInstance.HandlePrivilegeChanged // (Native, Public) // Parameters: // class UCommonUserInfo* UserInfo (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // enum class ECommonUserPrivilege Privilege (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // enum class ECommonUserAvailability OldAvailability (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // enum class ECommonUserAvailability NewAvailability (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UCommonGameInstance::HandlePrivilegeChanged(class UCommonUserInfo* UserInfo, enum class ECommonUserPrivilege Privilege, enum class ECommonUserAvailability OldAvailability, enum class ECommonUserAvailability NewAvailability) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("CommonGameInstance", "HandlePrivilegeChanged"); Params::UCommonGameInstance_HandlePrivilegeChanged_Params Parms{}; Parms.UserInfo = UserInfo; Parms.Privilege = Privilege; Parms.OldAvailability = OldAvailability; Parms.NewAvailability = NewAvailability; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Class CommonGame.CommonLocalPlayer // (None) class UClass* UCommonLocalPlayer::StaticClass() { static class UClass* Clss = nullptr; if (!Clss) Clss = UObject::FindClassFast("CommonLocalPlayer"); return Clss; } // CommonLocalPlayer CommonGame.Default__CommonLocalPlayer // (Public, ClassDefaultObject, ArchetypeObject) class UCommonLocalPlayer* UCommonLocalPlayer::GetDefaultObj() { static class UCommonLocalPlayer* Default = nullptr; if (!Default) Default = static_cast(UCommonLocalPlayer::StaticClass()->DefaultObject); return Default; } // Class CommonGame.CommonPlayerController // (Actor, PlayerController) class UClass* ACommonPlayerController::StaticClass() { static class UClass* Clss = nullptr; if (!Clss) Clss = UObject::FindClassFast("CommonPlayerController"); return Clss; } // CommonPlayerController CommonGame.Default__CommonPlayerController // (Public, ClassDefaultObject, ArchetypeObject) class ACommonPlayerController* ACommonPlayerController::GetDefaultObj() { static class ACommonPlayerController* Default = nullptr; if (!Default) Default = static_cast(ACommonPlayerController::StaticClass()->DefaultObject); return Default; } // Class CommonGame.CommonPlayerInputKey // (None) class UClass* UCommonPlayerInputKey::StaticClass() { static class UClass* Clss = nullptr; if (!Clss) Clss = UObject::FindClassFast("CommonPlayerInputKey"); return Clss; } // CommonPlayerInputKey CommonGame.Default__CommonPlayerInputKey // (Public, ClassDefaultObject, ArchetypeObject) class UCommonPlayerInputKey* UCommonPlayerInputKey::GetDefaultObj() { static class UCommonPlayerInputKey* Default = nullptr; if (!Default) Default = static_cast(UCommonPlayerInputKey::StaticClass()->DefaultObject); return Default; } // Function CommonGame.CommonPlayerInputKey.UpdateKeybindWidget // (Final, Native, Public, BlueprintCallable) // Parameters: void UCommonPlayerInputKey::UpdateKeybindWidget() { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("CommonPlayerInputKey", "UpdateKeybindWidget"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function CommonGame.CommonPlayerInputKey.StopHoldProgress // (Final, Native, Public) // Parameters: // class FName HoldActionName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool bCompletedSuccessfully (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UCommonPlayerInputKey::StopHoldProgress(class FName HoldActionName, bool bCompletedSuccessfully) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("CommonPlayerInputKey", "StopHoldProgress"); Params::UCommonPlayerInputKey_StopHoldProgress_Params Parms{}; Parms.HoldActionName = HoldActionName; Parms.bCompletedSuccessfully = bCompletedSuccessfully; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function CommonGame.CommonPlayerInputKey.StartHoldProgress // (Final, Native, Public) // Parameters: // class FName HoldActionName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // float HoldDuration (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UCommonPlayerInputKey::StartHoldProgress(class FName HoldActionName, float HoldDuration) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("CommonPlayerInputKey", "StartHoldProgress"); Params::UCommonPlayerInputKey_StartHoldProgress_Params Parms{}; Parms.HoldActionName = HoldActionName; Parms.HoldDuration = HoldDuration; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function CommonGame.CommonPlayerInputKey.SetShowProgressCountDown // (Final, Native, Public, BlueprintCallable) // Parameters: // bool bShow (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UCommonPlayerInputKey::SetShowProgressCountDown(bool bShow) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("CommonPlayerInputKey", "SetShowProgressCountDown"); Params::UCommonPlayerInputKey_SetShowProgressCountDown_Params Parms{}; Parms.bShow = bShow; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function CommonGame.CommonPlayerInputKey.SetPresetNameOverride // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName NewValue (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UCommonPlayerInputKey::SetPresetNameOverride(class FName NewValue) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("CommonPlayerInputKey", "SetPresetNameOverride"); Params::UCommonPlayerInputKey_SetPresetNameOverride_Params Parms{}; Parms.NewValue = NewValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function CommonGame.CommonPlayerInputKey.SetForcedHoldKeybindStatus // (Final, Native, Public, BlueprintCallable) // Parameters: // enum class ECommonKeybindForcedHoldStatusInForcedHoldKeybindStatus (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UCommonPlayerInputKey::SetForcedHoldKeybindStatus(enum class ECommonKeybindForcedHoldStatus InForcedHoldKeybindStatus) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("CommonPlayerInputKey", "SetForcedHoldKeybindStatus"); Params::UCommonPlayerInputKey_SetForcedHoldKeybindStatus_Params Parms{}; Parms.InForcedHoldKeybindStatus = InForcedHoldKeybindStatus; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function CommonGame.CommonPlayerInputKey.SetForcedHoldKeybind // (Final, Native, Public, BlueprintCallable) // Parameters: // bool InForcedHoldKeybind (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UCommonPlayerInputKey::SetForcedHoldKeybind(bool InForcedHoldKeybind) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("CommonPlayerInputKey", "SetForcedHoldKeybind"); Params::UCommonPlayerInputKey_SetForcedHoldKeybind_Params Parms{}; Parms.InForcedHoldKeybind = InForcedHoldKeybind; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function CommonGame.CommonPlayerInputKey.SetBoundKey // (Final, Native, Public, BlueprintCallable) // Parameters: // struct FKey NewBoundAction (Parm, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UCommonPlayerInputKey::SetBoundKey(const struct FKey& NewBoundAction) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("CommonPlayerInputKey", "SetBoundKey"); Params::UCommonPlayerInputKey_SetBoundKey_Params Parms{}; Parms.NewBoundAction = NewBoundAction; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function CommonGame.CommonPlayerInputKey.SetBoundAction // (Final, Native, Public, BlueprintCallable) // Parameters: // class FName NewBoundAction (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UCommonPlayerInputKey::SetBoundAction(class FName NewBoundAction) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("CommonPlayerInputKey", "SetBoundAction"); Params::UCommonPlayerInputKey_SetBoundAction_Params Parms{}; Parms.NewBoundAction = NewBoundAction; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function CommonGame.CommonPlayerInputKey.SetAxisScale // (Final, Native, Public, BlueprintCallable) // Parameters: // float NewValue (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UCommonPlayerInputKey::SetAxisScale(float NewValue) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("CommonPlayerInputKey", "SetAxisScale"); Params::UCommonPlayerInputKey_SetAxisScale_Params Parms{}; Parms.NewValue = NewValue; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function CommonGame.CommonPlayerInputKey.IsHoldKeybind // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UCommonPlayerInputKey::IsHoldKeybind() { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("CommonPlayerInputKey", "IsHoldKeybind"); Params::UCommonPlayerInputKey_IsHoldKeybind_Params Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function CommonGame.CommonPlayerInputKey.IsBoundKeyValid // (Final, Native, Public, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UCommonPlayerInputKey::IsBoundKeyValid() { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("CommonPlayerInputKey", "IsBoundKeyValid"); Params::UCommonPlayerInputKey_IsBoundKeyValid_Params Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Class CommonGame.CommonUIExtensions // (None) class UClass* UCommonUIExtensions::StaticClass() { static class UClass* Clss = nullptr; if (!Clss) Clss = UObject::FindClassFast("CommonUIExtensions"); return Clss; } // CommonUIExtensions CommonGame.Default__CommonUIExtensions // (Public, ClassDefaultObject, ArchetypeObject) class UCommonUIExtensions* UCommonUIExtensions::GetDefaultObj() { static class UCommonUIExtensions* Default = nullptr; if (!Default) Default = static_cast(UCommonUIExtensions::StaticClass()->DefaultObject); return Default; } // Function CommonGame.CommonUIExtensions.SuspendInputForPlayer // (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable) // Parameters: // class APlayerController* PlayerController (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName SuspendReason (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class FName UCommonUIExtensions::SuspendInputForPlayer(class APlayerController* PlayerController, class FName SuspendReason) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("CommonUIExtensions", "SuspendInputForPlayer"); Params::UCommonUIExtensions_SuspendInputForPlayer_Params Parms{}; Parms.PlayerController = PlayerController; Parms.SuspendReason = SuspendReason; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function CommonGame.CommonUIExtensions.ResumeInputForPlayer // (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable) // Parameters: // class APlayerController* PlayerController (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class FName SuspendToken (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UCommonUIExtensions::ResumeInputForPlayer(class APlayerController* PlayerController, class FName SuspendToken) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("CommonUIExtensions", "ResumeInputForPlayer"); Params::UCommonUIExtensions_ResumeInputForPlayer_Params Parms{}; Parms.PlayerController = PlayerController; Parms.SuspendToken = SuspendToken; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function CommonGame.CommonUIExtensions.PushStreamedContentToLayer_ForPlayer // (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable) // Parameters: // class ULocalPlayer* LocalPlayer (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FGameplayTag LayerName (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TSoftClassPtrWidgetClass (Parm, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UCommonUIExtensions::PushStreamedContentToLayer_ForPlayer(class ULocalPlayer* LocalPlayer, const struct FGameplayTag& LayerName, TSoftClassPtr WidgetClass) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("CommonUIExtensions", "PushStreamedContentToLayer_ForPlayer"); Params::UCommonUIExtensions_PushStreamedContentToLayer_ForPlayer_Params Parms{}; Parms.LocalPlayer = LocalPlayer; Parms.LayerName = LayerName; Parms.WidgetClass = WidgetClass; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function CommonGame.CommonUIExtensions.PushContentToLayer_ForPlayer // (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable) // Parameters: // class ULocalPlayer* LocalPlayer (ConstParm, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // struct FGameplayTag LayerName (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // TSubclassOfWidgetClass (Parm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UCommonActivatableWidget* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class UCommonActivatableWidget* UCommonUIExtensions::PushContentToLayer_ForPlayer(class ULocalPlayer* LocalPlayer, const struct FGameplayTag& LayerName, TSubclassOf WidgetClass) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("CommonUIExtensions", "PushContentToLayer_ForPlayer"); Params::UCommonUIExtensions_PushContentToLayer_ForPlayer_Params Parms{}; Parms.LocalPlayer = LocalPlayer; Parms.LayerName = LayerName; Parms.WidgetClass = WidgetClass; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function CommonGame.CommonUIExtensions.PopContentFromLayer // (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable) // Parameters: // class UCommonActivatableWidget* ActivatableWidget (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UCommonUIExtensions::PopContentFromLayer(class UCommonActivatableWidget* ActivatableWidget) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("CommonUIExtensions", "PopContentFromLayer"); Params::UCommonUIExtensions_PopContentFromLayer_Params Parms{}; Parms.ActivatableWidget = ActivatableWidget; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function CommonGame.CommonUIExtensions.IsOwningPlayerUsingTouch // (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // class UUserWidget* WidgetContextObject (ConstParm, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UCommonUIExtensions::IsOwningPlayerUsingTouch(class UUserWidget* WidgetContextObject) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("CommonUIExtensions", "IsOwningPlayerUsingTouch"); Params::UCommonUIExtensions_IsOwningPlayerUsingTouch_Params Parms{}; Parms.WidgetContextObject = WidgetContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function CommonGame.CommonUIExtensions.IsOwningPlayerUsingGamepad // (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // class UUserWidget* WidgetContextObject (ConstParm, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool UCommonUIExtensions::IsOwningPlayerUsingGamepad(class UUserWidget* WidgetContextObject) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("CommonUIExtensions", "IsOwningPlayerUsingGamepad"); Params::UCommonUIExtensions_IsOwningPlayerUsingGamepad_Params Parms{}; Parms.WidgetContextObject = WidgetContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function CommonGame.CommonUIExtensions.GetOwningPlayerInputType // (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable, BlueprintPure) // Parameters: // class UUserWidget* WidgetContextObject (ConstParm, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // enum class ECommonInputType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) enum class ECommonInputType UCommonUIExtensions::GetOwningPlayerInputType(class UUserWidget* WidgetContextObject) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("CommonUIExtensions", "GetOwningPlayerInputType"); Params::UCommonUIExtensions_GetOwningPlayerInputType_Params Parms{}; Parms.WidgetContextObject = WidgetContextObject; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function CommonGame.CommonUIExtensions.GetLocalPlayerFromController // (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable) // Parameters: // class APlayerController* PlayerController (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class ULocalPlayer* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class ULocalPlayer* UCommonUIExtensions::GetLocalPlayerFromController(class APlayerController* PlayerController) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("CommonUIExtensions", "GetLocalPlayerFromController"); Params::UCommonUIExtensions_GetLocalPlayerFromController_Params Parms{}; Parms.PlayerController = PlayerController; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Class CommonGame.GameUIManagerSubsystem // (None) class UClass* UGameUIManagerSubsystem::StaticClass() { static class UClass* Clss = nullptr; if (!Clss) Clss = UObject::FindClassFast("GameUIManagerSubsystem"); return Clss; } // GameUIManagerSubsystem CommonGame.Default__GameUIManagerSubsystem // (Public, ClassDefaultObject, ArchetypeObject) class UGameUIManagerSubsystem* UGameUIManagerSubsystem::GetDefaultObj() { static class UGameUIManagerSubsystem* Default = nullptr; if (!Default) Default = static_cast(UGameUIManagerSubsystem::StaticClass()->DefaultObject); return Default; } // Class CommonGame.GameUIPolicy // (None) class UClass* UGameUIPolicy::StaticClass() { static class UClass* Clss = nullptr; if (!Clss) Clss = UObject::FindClassFast("GameUIPolicy"); return Clss; } // GameUIPolicy CommonGame.Default__GameUIPolicy // (Public, ClassDefaultObject, ArchetypeObject) class UGameUIPolicy* UGameUIPolicy::GetDefaultObj() { static class UGameUIPolicy* Default = nullptr; if (!Default) Default = static_cast(UGameUIPolicy::StaticClass()->DefaultObject); return Default; } // Class CommonGame.CommonGameDialogDescriptor // (None) class UClass* UCommonGameDialogDescriptor::StaticClass() { static class UClass* Clss = nullptr; if (!Clss) Clss = UObject::FindClassFast("CommonGameDialogDescriptor"); return Clss; } // CommonGameDialogDescriptor CommonGame.Default__CommonGameDialogDescriptor // (Public, ClassDefaultObject, ArchetypeObject) class UCommonGameDialogDescriptor* UCommonGameDialogDescriptor::GetDefaultObj() { static class UCommonGameDialogDescriptor* Default = nullptr; if (!Default) Default = static_cast(UCommonGameDialogDescriptor::StaticClass()->DefaultObject); return Default; } // Class CommonGame.CommonGameDialog // (None) class UClass* UCommonGameDialog::StaticClass() { static class UClass* Clss = nullptr; if (!Clss) Clss = UObject::FindClassFast("CommonGameDialog"); return Clss; } // CommonGameDialog CommonGame.Default__CommonGameDialog // (Public, ClassDefaultObject, ArchetypeObject) class UCommonGameDialog* UCommonGameDialog::GetDefaultObj() { static class UCommonGameDialog* Default = nullptr; if (!Default) Default = static_cast(UCommonGameDialog::StaticClass()->DefaultObject); return Default; } // Class CommonGame.CommonMessagingSubsystem // (None) class UClass* UCommonMessagingSubsystem::StaticClass() { static class UClass* Clss = nullptr; if (!Clss) Clss = UObject::FindClassFast("CommonMessagingSubsystem"); return Clss; } // CommonMessagingSubsystem CommonGame.Default__CommonMessagingSubsystem // (Public, ClassDefaultObject, ArchetypeObject) class UCommonMessagingSubsystem* UCommonMessagingSubsystem::GetDefaultObj() { static class UCommonMessagingSubsystem* Default = nullptr; if (!Default) Default = static_cast(UCommonMessagingSubsystem::StaticClass()->DefaultObject); return Default; } // Class CommonGame.PrimaryGameLayout // (None) class UClass* UPrimaryGameLayout::StaticClass() { static class UClass* Clss = nullptr; if (!Clss) Clss = UObject::FindClassFast("PrimaryGameLayout"); return Clss; } // PrimaryGameLayout CommonGame.Default__PrimaryGameLayout // (Public, ClassDefaultObject, ArchetypeObject) class UPrimaryGameLayout* UPrimaryGameLayout::GetDefaultObj() { static class UPrimaryGameLayout* Default = nullptr; if (!Default) Default = static_cast(UPrimaryGameLayout::StaticClass()->DefaultObject); return Default; } // Function CommonGame.PrimaryGameLayout.RegisterLayer // (Final, Native, Protected, BlueprintCallable) // Parameters: // struct FGameplayTag LayerTag (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class UCommonActivatableWidgetContainerBase*LayerWidget (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void UPrimaryGameLayout::RegisterLayer(const struct FGameplayTag& LayerTag, class UCommonActivatableWidgetContainerBase* LayerWidget) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("PrimaryGameLayout", "RegisterLayer"); Params::UPrimaryGameLayout_RegisterLayer_Params Parms{}; Parms.LayerTag = LayerTag; Parms.LayerWidget = LayerWidget; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } }