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

1274 lines
41 KiB
C++

#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*>(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<class UUserWidget> 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<class UUserWidget> 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*>(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)
// TSoftClassPtr<class UCommonActivatableWidget>WidgetClass (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<class UCommonActivatableWidget> 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*>(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*>(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*>(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*>(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*>(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*>(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)
// TSoftClassPtr<class UCommonActivatableWidget>WidgetClass (Parm, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UCommonUIExtensions::PushStreamedContentToLayer_ForPlayer(class ULocalPlayer* LocalPlayer, const struct FGameplayTag& LayerName, TSoftClassPtr<class UCommonActivatableWidget> 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)
// TSubclassOf<class UCommonActivatableWidget>WidgetClass (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<class UCommonActivatableWidget> 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*>(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*>(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*>(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*>(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*>(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*>(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;
}
}