PalWorld-NetCrack/SDK/AutomationUtils_functions.cpp
2024-01-22 14:43:11 +08:00

78 lines
2.7 KiB
C++

#pragma once
// Dumped with Dumper-7!
#include "../SDK.hpp"
namespace SDK
{
//---------------------------------------------------------------------------------------------------------------------
// FUNCTIONS
//---------------------------------------------------------------------------------------------------------------------
// Class AutomationUtils.AutomationUtilsBlueprintLibrary
// (None)
class UClass* UAutomationUtilsBlueprintLibrary::StaticClass()
{
static class UClass* Clss = nullptr;
if (!Clss)
Clss = UObject::FindClassFast("AutomationUtilsBlueprintLibrary");
return Clss;
}
// AutomationUtilsBlueprintLibrary AutomationUtils.Default__AutomationUtilsBlueprintLibrary
// (Public, ClassDefaultObject, ArchetypeObject)
class UAutomationUtilsBlueprintLibrary* UAutomationUtilsBlueprintLibrary::GetDefaultObj()
{
static class UAutomationUtilsBlueprintLibrary* Default = nullptr;
if (!Default)
Default = static_cast<UAutomationUtilsBlueprintLibrary*>(UAutomationUtilsBlueprintLibrary::StaticClass()->DefaultObject);
return Default;
}
// Function AutomationUtils.AutomationUtilsBlueprintLibrary.TakeGameplayAutomationScreenshot
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class FString ScreenshotName (ConstParm, Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float MaxGlobalError (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float MaxLocalError (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString MapNameOverride (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UAutomationUtilsBlueprintLibrary::TakeGameplayAutomationScreenshot(const class FString& ScreenshotName, float MaxGlobalError, float MaxLocalError, const class FString& MapNameOverride)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("AutomationUtilsBlueprintLibrary", "TakeGameplayAutomationScreenshot");
Params::UAutomationUtilsBlueprintLibrary_TakeGameplayAutomationScreenshot_Params Parms{};
Parms.ScreenshotName = ScreenshotName;
Parms.MaxGlobalError = MaxGlobalError;
Parms.MaxLocalError = MaxLocalError;
Parms.MapNameOverride = MapNameOverride;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
}