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

318 lines
17 KiB
C++

#pragma once
// Dumped with Dumper-7!
#include "../SDK.hpp"
namespace SDK
{
//---------------------------------------------------------------------------------------------------------------------
// FUNCTIONS
//---------------------------------------------------------------------------------------------------------------------
// BlueprintGeneratedClass BP_Player_ForUI.BP_Player_ForUI_C
// (Actor)
class UClass* ABP_Player_ForUI_C::StaticClass()
{
static class UClass* Clss = nullptr;
if (!Clss)
Clss = UObject::FindClassFast("BP_Player_ForUI_C");
return Clss;
}
// BP_Player_ForUI_C BP_Player_ForUI.Default__BP_Player_ForUI_C
// (Public, ClassDefaultObject, ArchetypeObject, WasLoaded, LoadCompleted)
class ABP_Player_ForUI_C* ABP_Player_ForUI_C::GetDefaultObj()
{
static class ABP_Player_ForUI_C* Default = nullptr;
if (!Default)
Default = static_cast<ABP_Player_ForUI_C*>(ABP_Player_ForUI_C::StaticClass()->DefaultObject);
return Default;
}
// Function BP_Player_ForUI.BP_Player_ForUI_C.OnAppliedHairMesh_Binded
// (Private, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UPalSkeletalMeshComponent* SkeletalMeshComponent (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
// struct FLinearColor CallFunc_GetHairBaseColor_OutColor (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void ABP_Player_ForUI_C::OnAppliedHairMesh_Binded(class UPalSkeletalMeshComponent* SkeletalMeshComponent, const struct FLinearColor& CallFunc_GetHairBaseColor_OutColor)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_Player_ForUI_C", "OnAppliedHairMesh_Binded");
Params::ABP_Player_ForUI_C_OnAppliedHairMesh_Binded_Params Parms{};
Parms.SkeletalMeshComponent = SkeletalMeshComponent;
Parms.CallFunc_GetHairBaseColor_OutColor = CallFunc_GetHairBaseColor_OutColor;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_Player_ForUI.BP_Player_ForUI_C.OnAppliedHeadMesh_Binded
// (Private, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UPalSkeletalMeshComponent* SkeletalMeshComponent (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
// struct FLinearColor CallFunc_GetEyeBaseColor_OutColor (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FLinearColor CallFunc_GetBrowBaseColor_OutColor (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void ABP_Player_ForUI_C::OnAppliedHeadMesh_Binded(class UPalSkeletalMeshComponent* SkeletalMeshComponent, const struct FLinearColor& CallFunc_GetEyeBaseColor_OutColor, const struct FLinearColor& CallFunc_GetBrowBaseColor_OutColor)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_Player_ForUI_C", "OnAppliedHeadMesh_Binded");
Params::ABP_Player_ForUI_C_OnAppliedHeadMesh_Binded_Params Parms{};
Parms.SkeletalMeshComponent = SkeletalMeshComponent;
Parms.CallFunc_GetEyeBaseColor_OutColor = CallFunc_GetEyeBaseColor_OutColor;
Parms.CallFunc_GetBrowBaseColor_OutColor = CallFunc_GetBrowBaseColor_OutColor;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_Player_ForUI.BP_Player_ForUI_C.OnAppliedBodyMesh_Binded
// (Private, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UPalSkeletalMeshComponent* SkeletalMeshComponent (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
// struct FLinearColor CallFunc_GetBodyBaseColor_OutColor (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void ABP_Player_ForUI_C::OnAppliedBodyMesh_Binded(class UPalSkeletalMeshComponent* SkeletalMeshComponent, const struct FLinearColor& CallFunc_GetBodyBaseColor_OutColor)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_Player_ForUI_C", "OnAppliedBodyMesh_Binded");
Params::ABP_Player_ForUI_C_OnAppliedBodyMesh_Binded_Params Parms{};
Parms.SkeletalMeshComponent = SkeletalMeshComponent;
Parms.CallFunc_GetBodyBaseColor_OutColor = CallFunc_GetBodyBaseColor_OutColor;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_Player_ForUI.BP_Player_ForUI_C.CopyWeapon
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UClass* WeaponClass (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// enum class EWeaponAnimationPoseTypeTemp_byte_Variable (ConstParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_IsValidClass_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// int32 Temp_int_Loop_Counter_Variable (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// int32 CallFunc_Add_IntInt_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// int32 Temp_int_Array_Index_Variable (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class APalPlayerCharacter* CallFunc_GetPalmi_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// struct FTransform CallFunc_MakeTransform_ReturnValue (IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_IsValid_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class AActor* CallFunc_BeginDeferredActorSpawnFromClass_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class APalWeaponBase* CallFunc_FinishSpawningActor_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class USceneComponent* CallFunc_GetMainMesh_ReturnValue (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_IsValid_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class USkeletalMeshComponent* K2Node_DynamicCast_AsSkeletal_Mesh_Component (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
// bool K2Node_DynamicCast_bSuccess (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FWeaponAnimationInfo CallFunc_GetCurrentWeaponAnimationInfo_ReturnValue (ConstParm)
// class FName CallFunc_GetEquipSocketName_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UAnimSequence* CallFunc_Map_Find_Value (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_Map_Find_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// TArray<class AActor*> CallFunc_GetAttachedActors_OutActors (ReferenceParm)
// class AActor* CallFunc_Array_Get_Item (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// int32 CallFunc_Array_Length_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class APalWeaponBase* K2Node_DynamicCast_AsPal_Weapon_Base (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// bool K2Node_DynamicCast_bSuccess_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_Less_IntInt_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void ABP_Player_ForUI_C::CopyWeapon(class UClass* WeaponClass, enum class EWeaponAnimationPoseType Temp_byte_Variable, bool CallFunc_IsValidClass_ReturnValue, int32 Temp_int_Loop_Counter_Variable, int32 CallFunc_Add_IntInt_ReturnValue, int32 Temp_int_Array_Index_Variable, class APalPlayerCharacter* CallFunc_GetPalmi_ReturnValue, const struct FTransform& CallFunc_MakeTransform_ReturnValue, bool CallFunc_IsValid_ReturnValue, class AActor* CallFunc_BeginDeferredActorSpawnFromClass_ReturnValue, class APalWeaponBase* CallFunc_FinishSpawningActor_ReturnValue, class USceneComponent* CallFunc_GetMainMesh_ReturnValue, bool CallFunc_IsValid_ReturnValue_1, class USkeletalMeshComponent* K2Node_DynamicCast_AsSkeletal_Mesh_Component, bool K2Node_DynamicCast_bSuccess, const struct FWeaponAnimationInfo& CallFunc_GetCurrentWeaponAnimationInfo_ReturnValue, class FName CallFunc_GetEquipSocketName_ReturnValue, class UAnimSequence* CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue, TArray<class AActor*>& CallFunc_GetAttachedActors_OutActors, class AActor* CallFunc_Array_Get_Item, int32 CallFunc_Array_Length_ReturnValue, class APalWeaponBase* K2Node_DynamicCast_AsPal_Weapon_Base, bool K2Node_DynamicCast_bSuccess_1, bool CallFunc_Less_IntInt_ReturnValue)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_Player_ForUI_C", "CopyWeapon");
Params::ABP_Player_ForUI_C_CopyWeapon_Params Parms{};
Parms.WeaponClass = WeaponClass;
Parms.Temp_byte_Variable = Temp_byte_Variable;
Parms.CallFunc_IsValidClass_ReturnValue = CallFunc_IsValidClass_ReturnValue;
Parms.Temp_int_Loop_Counter_Variable = Temp_int_Loop_Counter_Variable;
Parms.CallFunc_Add_IntInt_ReturnValue = CallFunc_Add_IntInt_ReturnValue;
Parms.Temp_int_Array_Index_Variable = Temp_int_Array_Index_Variable;
Parms.CallFunc_GetPalmi_ReturnValue = CallFunc_GetPalmi_ReturnValue;
Parms.CallFunc_MakeTransform_ReturnValue = CallFunc_MakeTransform_ReturnValue;
Parms.CallFunc_IsValid_ReturnValue = CallFunc_IsValid_ReturnValue;
Parms.CallFunc_BeginDeferredActorSpawnFromClass_ReturnValue = CallFunc_BeginDeferredActorSpawnFromClass_ReturnValue;
Parms.CallFunc_FinishSpawningActor_ReturnValue = CallFunc_FinishSpawningActor_ReturnValue;
Parms.CallFunc_GetMainMesh_ReturnValue = CallFunc_GetMainMesh_ReturnValue;
Parms.CallFunc_IsValid_ReturnValue_1 = CallFunc_IsValid_ReturnValue_1;
Parms.K2Node_DynamicCast_AsSkeletal_Mesh_Component = K2Node_DynamicCast_AsSkeletal_Mesh_Component;
Parms.K2Node_DynamicCast_bSuccess = K2Node_DynamicCast_bSuccess;
Parms.CallFunc_GetCurrentWeaponAnimationInfo_ReturnValue = CallFunc_GetCurrentWeaponAnimationInfo_ReturnValue;
Parms.CallFunc_GetEquipSocketName_ReturnValue = CallFunc_GetEquipSocketName_ReturnValue;
Parms.CallFunc_Map_Find_Value = CallFunc_Map_Find_Value;
Parms.CallFunc_Map_Find_ReturnValue = CallFunc_Map_Find_ReturnValue;
Parms.CallFunc_GetAttachedActors_OutActors = CallFunc_GetAttachedActors_OutActors;
Parms.CallFunc_Array_Get_Item = CallFunc_Array_Get_Item;
Parms.CallFunc_Array_Length_ReturnValue = CallFunc_Array_Length_ReturnValue;
Parms.K2Node_DynamicCast_AsPal_Weapon_Base = K2Node_DynamicCast_AsPal_Weapon_Base;
Parms.K2Node_DynamicCast_bSuccess_1 = K2Node_DynamicCast_bSuccess_1;
Parms.CallFunc_Less_IntInt_ReturnValue = CallFunc_Less_IntInt_ReturnValue;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_Player_ForUI.BP_Player_ForUI_C.ReceiveBeginPlay
// (Event, Protected, BlueprintEvent)
// Parameters:
void ABP_Player_ForUI_C::ReceiveBeginPlay()
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_Player_ForUI_C", "ReceiveBeginPlay");
UObject::ProcessEvent(Func, nullptr);
}
// Function BP_Player_ForUI.BP_Player_ForUI_C.ReceiveEndPlay
// (Event, Protected, BlueprintEvent)
// Parameters:
// enum class EEndPlayReason EndPlayReason (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void ABP_Player_ForUI_C::ReceiveEndPlay(enum class EEndPlayReason EndPlayReason)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_Player_ForUI_C", "ReceiveEndPlay");
Params::ABP_Player_ForUI_C_ReceiveEndPlay_Params Parms{};
Parms.EndPlayReason = EndPlayReason;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_Player_ForUI.BP_Player_ForUI_C.ExecuteUbergraph_BP_Player_ForUI
// (Final, UbergraphFunction)
// Parameters:
// int32 EntryPoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// enum class EEndPlayReason K2Node_Event_EndPlayReason (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate_2 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void ABP_Player_ForUI_C::ExecuteUbergraph_BP_Player_ForUI(int32 EntryPoint, FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate, enum class EEndPlayReason K2Node_Event_EndPlayReason, FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate_1, FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate_2)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_Player_ForUI_C", "ExecuteUbergraph_BP_Player_ForUI");
Params::ABP_Player_ForUI_C_ExecuteUbergraph_BP_Player_ForUI_Params Parms{};
Parms.EntryPoint = EntryPoint;
Parms.K2Node_CreateDelegate_OutputDelegate = K2Node_CreateDelegate_OutputDelegate;
Parms.K2Node_Event_EndPlayReason = K2Node_Event_EndPlayReason;
Parms.K2Node_CreateDelegate_OutputDelegate_1 = K2Node_CreateDelegate_OutputDelegate_1;
Parms.K2Node_CreateDelegate_OutputDelegate_2 = K2Node_CreateDelegate_OutputDelegate_2;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_Player_ForUI.BP_Player_ForUI_C.OnAppliedHairMesh__DelegateSignature
// (Public, Delegate, BlueprintCallable, BlueprintEvent)
// Parameters:
// struct FLinearColor HairMeshBaseColor (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void ABP_Player_ForUI_C::OnAppliedHairMesh__DelegateSignature(const struct FLinearColor& HairMeshBaseColor)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_Player_ForUI_C", "OnAppliedHairMesh__DelegateSignature");
Params::ABP_Player_ForUI_C_OnAppliedHairMesh__DelegateSignature_Params Parms{};
Parms.HairMeshBaseColor = HairMeshBaseColor;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_Player_ForUI.BP_Player_ForUI_C.OnAppliedHeadMesh__DelegateSignature
// (Public, Delegate, BlueprintCallable, BlueprintEvent)
// Parameters:
// struct FLinearColor BrowMeshBaseColor (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FLinearColor EyeMeshBaseColor (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void ABP_Player_ForUI_C::OnAppliedHeadMesh__DelegateSignature(const struct FLinearColor& BrowMeshBaseColor, const struct FLinearColor& EyeMeshBaseColor)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_Player_ForUI_C", "OnAppliedHeadMesh__DelegateSignature");
Params::ABP_Player_ForUI_C_OnAppliedHeadMesh__DelegateSignature_Params Parms{};
Parms.BrowMeshBaseColor = BrowMeshBaseColor;
Parms.EyeMeshBaseColor = EyeMeshBaseColor;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_Player_ForUI.BP_Player_ForUI_C.OnAppliedBodyMesh__DelegateSignature
// (Public, Delegate, BlueprintCallable, BlueprintEvent)
// Parameters:
// struct FLinearColor BodyMeshBasColor (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void ABP_Player_ForUI_C::OnAppliedBodyMesh__DelegateSignature(const struct FLinearColor& BodyMeshBasColor)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_Player_ForUI_C", "OnAppliedBodyMesh__DelegateSignature");
Params::ABP_Player_ForUI_C_OnAppliedBodyMesh__DelegateSignature_Params Parms{};
Parms.BodyMeshBasColor = BodyMeshBasColor;
UObject::ProcessEvent(Func, &Parms);
}
}