mirror of
https://github.com/swordbluesword/PalWorld-NetCrack.git
synced 2025-04-29 02:47:17 +09:00
590 lines
20 KiB
C++
590 lines
20 KiB
C++
#pragma once
|
|
|
|
// Dumped with Dumper-7!
|
|
|
|
|
|
#include "../SDK.hpp"
|
|
|
|
namespace SDK
|
|
{
|
|
//---------------------------------------------------------------------------------------------------------------------
|
|
// FUNCTIONS
|
|
//---------------------------------------------------------------------------------------------------------------------
|
|
|
|
|
|
// Class ModularGameplay.GameFrameworkComponent
|
|
// (None)
|
|
|
|
class UClass* UGameFrameworkComponent::StaticClass()
|
|
{
|
|
static class UClass* Clss = nullptr;
|
|
|
|
if (!Clss)
|
|
Clss = UObject::FindClassFast("GameFrameworkComponent");
|
|
|
|
return Clss;
|
|
}
|
|
|
|
|
|
// GameFrameworkComponent ModularGameplay.Default__GameFrameworkComponent
|
|
// (Public, ClassDefaultObject, ArchetypeObject)
|
|
|
|
class UGameFrameworkComponent* UGameFrameworkComponent::GetDefaultObj()
|
|
{
|
|
static class UGameFrameworkComponent* Default = nullptr;
|
|
|
|
if (!Default)
|
|
Default = static_cast<UGameFrameworkComponent*>(UGameFrameworkComponent::StaticClass()->DefaultObject);
|
|
|
|
return Default;
|
|
}
|
|
|
|
|
|
// Class ModularGameplay.ControllerComponent
|
|
// (None)
|
|
|
|
class UClass* UControllerComponent::StaticClass()
|
|
{
|
|
static class UClass* Clss = nullptr;
|
|
|
|
if (!Clss)
|
|
Clss = UObject::FindClassFast("ControllerComponent");
|
|
|
|
return Clss;
|
|
}
|
|
|
|
|
|
// ControllerComponent ModularGameplay.Default__ControllerComponent
|
|
// (Public, ClassDefaultObject, ArchetypeObject)
|
|
|
|
class UControllerComponent* UControllerComponent::GetDefaultObj()
|
|
{
|
|
static class UControllerComponent* Default = nullptr;
|
|
|
|
if (!Default)
|
|
Default = static_cast<UControllerComponent*>(UControllerComponent::StaticClass()->DefaultObject);
|
|
|
|
return Default;
|
|
}
|
|
|
|
|
|
// Class ModularGameplay.GameFrameworkComponentManager
|
|
// (None)
|
|
|
|
class UClass* UGameFrameworkComponentManager::StaticClass()
|
|
{
|
|
static class UClass* Clss = nullptr;
|
|
|
|
if (!Clss)
|
|
Clss = UObject::FindClassFast("GameFrameworkComponentManager");
|
|
|
|
return Clss;
|
|
}
|
|
|
|
|
|
// GameFrameworkComponentManager ModularGameplay.Default__GameFrameworkComponentManager
|
|
// (Public, ClassDefaultObject, ArchetypeObject)
|
|
|
|
class UGameFrameworkComponentManager* UGameFrameworkComponentManager::GetDefaultObj()
|
|
{
|
|
static class UGameFrameworkComponentManager* Default = nullptr;
|
|
|
|
if (!Default)
|
|
Default = static_cast<UGameFrameworkComponentManager*>(UGameFrameworkComponentManager::StaticClass()->DefaultObject);
|
|
|
|
return Default;
|
|
}
|
|
|
|
|
|
// Function ModularGameplay.GameFrameworkComponentManager.UnregisterClassInitStateDelegate
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// TSoftClassPtr<class AActor> ActorClass (Parm, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// FDelegateProperty_ DelegateToRemove (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
bool UGameFrameworkComponentManager::UnregisterClassInitStateDelegate(TSoftClassPtr<class AActor> ActorClass, FDelegateProperty_ DelegateToRemove)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (!Func)
|
|
Func = Class->GetFunction("GameFrameworkComponentManager", "UnregisterClassInitStateDelegate");
|
|
|
|
Params::UGameFrameworkComponentManager_UnregisterClassInitStateDelegate_Params Parms{};
|
|
|
|
Parms.ActorClass = ActorClass;
|
|
Parms.DelegateToRemove = DelegateToRemove;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
|
|
}
|
|
|
|
|
|
// Function ModularGameplay.GameFrameworkComponentManager.UnregisterActorInitStateDelegate
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class AActor* Actor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// FDelegateProperty_ DelegateToRemove (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
bool UGameFrameworkComponentManager::UnregisterActorInitStateDelegate(class AActor* Actor, FDelegateProperty_ DelegateToRemove)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (!Func)
|
|
Func = Class->GetFunction("GameFrameworkComponentManager", "UnregisterActorInitStateDelegate");
|
|
|
|
Params::UGameFrameworkComponentManager_UnregisterActorInitStateDelegate_Params Parms{};
|
|
|
|
Parms.Actor = Actor;
|
|
Parms.DelegateToRemove = DelegateToRemove;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
|
|
}
|
|
|
|
|
|
// Function ModularGameplay.GameFrameworkComponentManager.SendExtensionEvent
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class AActor* Receiver (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class FName EventName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bOnlyInGameWorlds (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UGameFrameworkComponentManager::SendExtensionEvent(class AActor* Receiver, class FName EventName, bool bOnlyInGameWorlds)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (!Func)
|
|
Func = Class->GetFunction("GameFrameworkComponentManager", "SendExtensionEvent");
|
|
|
|
Params::UGameFrameworkComponentManager_SendExtensionEvent_Params Parms{};
|
|
|
|
Parms.Receiver = Receiver;
|
|
Parms.EventName = EventName;
|
|
Parms.bOnlyInGameWorlds = bOnlyInGameWorlds;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
}
|
|
|
|
|
|
// Function ModularGameplay.GameFrameworkComponentManager.RemoveReceiver
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class AActor* Receiver (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UGameFrameworkComponentManager::RemoveReceiver(class AActor* Receiver)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (!Func)
|
|
Func = Class->GetFunction("GameFrameworkComponentManager", "RemoveReceiver");
|
|
|
|
Params::UGameFrameworkComponentManager_RemoveReceiver_Params Parms{};
|
|
|
|
Parms.Receiver = Receiver;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
}
|
|
|
|
|
|
// Function ModularGameplay.GameFrameworkComponentManager.RegisterAndCallForClassInitState
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// TSoftClassPtr<class AActor> ActorClass (Parm, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class FName FeatureName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// struct FGameplayTag RequiredState (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// FDelegateProperty_ Delegate (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bCallImmediately (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
bool UGameFrameworkComponentManager::RegisterAndCallForClassInitState(TSoftClassPtr<class AActor> ActorClass, class FName FeatureName, const struct FGameplayTag& RequiredState, FDelegateProperty_ Delegate, bool bCallImmediately)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (!Func)
|
|
Func = Class->GetFunction("GameFrameworkComponentManager", "RegisterAndCallForClassInitState");
|
|
|
|
Params::UGameFrameworkComponentManager_RegisterAndCallForClassInitState_Params Parms{};
|
|
|
|
Parms.ActorClass = ActorClass;
|
|
Parms.FeatureName = FeatureName;
|
|
Parms.RequiredState = RequiredState;
|
|
Parms.Delegate = Delegate;
|
|
Parms.bCallImmediately = bCallImmediately;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
|
|
}
|
|
|
|
|
|
// Function ModularGameplay.GameFrameworkComponentManager.RegisterAndCallForActorInitState
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class AActor* Actor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class FName FeatureName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// struct FGameplayTag RequiredState (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// FDelegateProperty_ Delegate (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bCallImmediately (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
bool UGameFrameworkComponentManager::RegisterAndCallForActorInitState(class AActor* Actor, class FName FeatureName, const struct FGameplayTag& RequiredState, FDelegateProperty_ Delegate, bool bCallImmediately)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (!Func)
|
|
Func = Class->GetFunction("GameFrameworkComponentManager", "RegisterAndCallForActorInitState");
|
|
|
|
Params::UGameFrameworkComponentManager_RegisterAndCallForActorInitState_Params Parms{};
|
|
|
|
Parms.Actor = Actor;
|
|
Parms.FeatureName = FeatureName;
|
|
Parms.RequiredState = RequiredState;
|
|
Parms.Delegate = Delegate;
|
|
Parms.bCallImmediately = bCallImmediately;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
|
|
}
|
|
|
|
|
|
// Function ModularGameplay.GameFrameworkComponentManager.AddReceiver
|
|
// (Final, Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// class AActor* Receiver (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bAddOnlyInGameWorlds (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
void UGameFrameworkComponentManager::AddReceiver(class AActor* Receiver, bool bAddOnlyInGameWorlds)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (!Func)
|
|
Func = Class->GetFunction("GameFrameworkComponentManager", "AddReceiver");
|
|
|
|
Params::UGameFrameworkComponentManager_AddReceiver_Params Parms{};
|
|
|
|
Parms.Receiver = Receiver;
|
|
Parms.bAddOnlyInGameWorlds = bAddOnlyInGameWorlds;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
}
|
|
|
|
|
|
// Class ModularGameplay.GameFrameworkInitStateInterface
|
|
// (None)
|
|
|
|
class UClass* IGameFrameworkInitStateInterface::StaticClass()
|
|
{
|
|
static class UClass* Clss = nullptr;
|
|
|
|
if (!Clss)
|
|
Clss = UObject::FindClassFast("GameFrameworkInitStateInterface");
|
|
|
|
return Clss;
|
|
}
|
|
|
|
|
|
// GameFrameworkInitStateInterface ModularGameplay.Default__GameFrameworkInitStateInterface
|
|
// (Public, ClassDefaultObject, ArchetypeObject)
|
|
|
|
class IGameFrameworkInitStateInterface* IGameFrameworkInitStateInterface::GetDefaultObj()
|
|
{
|
|
static class IGameFrameworkInitStateInterface* Default = nullptr;
|
|
|
|
if (!Default)
|
|
Default = static_cast<IGameFrameworkInitStateInterface*>(IGameFrameworkInitStateInterface::StaticClass()->DefaultObject);
|
|
|
|
return Default;
|
|
}
|
|
|
|
|
|
// Function ModularGameplay.GameFrameworkInitStateInterface.UnregisterInitStateDelegate
|
|
// (Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// FDelegateProperty_ Delegate (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
bool IGameFrameworkInitStateInterface::UnregisterInitStateDelegate(FDelegateProperty_ Delegate)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (!Func)
|
|
Func = Class->GetFunction("GameFrameworkInitStateInterface", "UnregisterInitStateDelegate");
|
|
|
|
Params::IGameFrameworkInitStateInterface_UnregisterInitStateDelegate_Params Parms{};
|
|
|
|
Parms.Delegate = Delegate;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
|
|
}
|
|
|
|
|
|
// Function ModularGameplay.GameFrameworkInitStateInterface.RegisterAndCallForInitStateChange
|
|
// (Native, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// struct FGameplayTag RequiredState (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// FDelegateProperty_ Delegate (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool bCallImmediately (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
bool IGameFrameworkInitStateInterface::RegisterAndCallForInitStateChange(const struct FGameplayTag& RequiredState, FDelegateProperty_ Delegate, bool bCallImmediately)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (!Func)
|
|
Func = Class->GetFunction("GameFrameworkInitStateInterface", "RegisterAndCallForInitStateChange");
|
|
|
|
Params::IGameFrameworkInitStateInterface_RegisterAndCallForInitStateChange_Params Parms{};
|
|
|
|
Parms.RequiredState = RequiredState;
|
|
Parms.Delegate = Delegate;
|
|
Parms.bCallImmediately = bCallImmediately;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
|
|
}
|
|
|
|
|
|
// Function ModularGameplay.GameFrameworkInitStateInterface.HasReachedInitState
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// struct FGameplayTag DesiredState (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
bool IGameFrameworkInitStateInterface::HasReachedInitState(const struct FGameplayTag& DesiredState)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (!Func)
|
|
Func = Class->GetFunction("GameFrameworkInitStateInterface", "HasReachedInitState");
|
|
|
|
Params::IGameFrameworkInitStateInterface_HasReachedInitState_Params Parms{};
|
|
|
|
Parms.DesiredState = DesiredState;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
|
|
}
|
|
|
|
|
|
// Function ModularGameplay.GameFrameworkInitStateInterface.GetInitState
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// struct FGameplayTag ReturnValue (Parm, OutParm, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
struct FGameplayTag IGameFrameworkInitStateInterface::GetInitState()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (!Func)
|
|
Func = Class->GetFunction("GameFrameworkInitStateInterface", "GetInitState");
|
|
|
|
Params::IGameFrameworkInitStateInterface_GetInitState_Params Parms{};
|
|
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
|
|
}
|
|
|
|
|
|
// Function ModularGameplay.GameFrameworkInitStateInterface.GetFeatureName
|
|
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
|
|
// Parameters:
|
|
// class FName ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class FName IGameFrameworkInitStateInterface::GetFeatureName()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (!Func)
|
|
Func = Class->GetFunction("GameFrameworkInitStateInterface", "GetFeatureName");
|
|
|
|
Params::IGameFrameworkInitStateInterface_GetFeatureName_Params Parms{};
|
|
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
|
|
}
|
|
|
|
|
|
// Class ModularGameplay.GameStateComponent
|
|
// (None)
|
|
|
|
class UClass* UGameStateComponent::StaticClass()
|
|
{
|
|
static class UClass* Clss = nullptr;
|
|
|
|
if (!Clss)
|
|
Clss = UObject::FindClassFast("GameStateComponent");
|
|
|
|
return Clss;
|
|
}
|
|
|
|
|
|
// GameStateComponent ModularGameplay.Default__GameStateComponent
|
|
// (Public, ClassDefaultObject, ArchetypeObject)
|
|
|
|
class UGameStateComponent* UGameStateComponent::GetDefaultObj()
|
|
{
|
|
static class UGameStateComponent* Default = nullptr;
|
|
|
|
if (!Default)
|
|
Default = static_cast<UGameStateComponent*>(UGameStateComponent::StaticClass()->DefaultObject);
|
|
|
|
return Default;
|
|
}
|
|
|
|
|
|
// Class ModularGameplay.PawnComponent
|
|
// (None)
|
|
|
|
class UClass* UPawnComponent::StaticClass()
|
|
{
|
|
static class UClass* Clss = nullptr;
|
|
|
|
if (!Clss)
|
|
Clss = UObject::FindClassFast("PawnComponent");
|
|
|
|
return Clss;
|
|
}
|
|
|
|
|
|
// PawnComponent ModularGameplay.Default__PawnComponent
|
|
// (Public, ClassDefaultObject, ArchetypeObject)
|
|
|
|
class UPawnComponent* UPawnComponent::GetDefaultObj()
|
|
{
|
|
static class UPawnComponent* Default = nullptr;
|
|
|
|
if (!Default)
|
|
Default = static_cast<UPawnComponent*>(UPawnComponent::StaticClass()->DefaultObject);
|
|
|
|
return Default;
|
|
}
|
|
|
|
|
|
// Class ModularGameplay.PlayerStateComponent
|
|
// (None)
|
|
|
|
class UClass* UPlayerStateComponent::StaticClass()
|
|
{
|
|
static class UClass* Clss = nullptr;
|
|
|
|
if (!Clss)
|
|
Clss = UObject::FindClassFast("PlayerStateComponent");
|
|
|
|
return Clss;
|
|
}
|
|
|
|
|
|
// PlayerStateComponent ModularGameplay.Default__PlayerStateComponent
|
|
// (Public, ClassDefaultObject, ArchetypeObject)
|
|
|
|
class UPlayerStateComponent* UPlayerStateComponent::GetDefaultObj()
|
|
{
|
|
static class UPlayerStateComponent* Default = nullptr;
|
|
|
|
if (!Default)
|
|
Default = static_cast<UPlayerStateComponent*>(UPlayerStateComponent::StaticClass()->DefaultObject);
|
|
|
|
return Default;
|
|
}
|
|
|
|
}
|
|
|
|
|