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