#pragma once /* * SDK generated by Dumper-7 * * https://github.com/Encryqed/Dumper-7 */ // Package: LevelSequence #include "Basic.hpp" #include "LevelSequence_classes.hpp" #include "LevelSequence_parameters.hpp" #pragma pack(push, 0x4) namespace SDK { // Function LevelSequence.LevelSequencePlayer.CreateLevelSequencePlayer // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // class ULevelSequence* LevelSequence_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const struct FLevelSequencePlaybackSettings&Settings (Parm, NativeAccessSpecifierPublic) // class ULevelSequencePlayer* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) class ULevelSequencePlayer* ULevelSequencePlayer::CreateLevelSequencePlayer(class UObject* WorldContextObject, class ULevelSequence* LevelSequence_0, const struct FLevelSequencePlaybackSettings& Settings) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = StaticClass()->GetFunction("LevelSequencePlayer", "CreateLevelSequencePlayer"); Params::LevelSequencePlayer_CreateLevelSequencePlayer Parms{}; Parms.WorldContextObject = WorldContextObject; Parms.LevelSequence_0 = LevelSequence_0; Parms.Settings = std::move(Settings); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; GetDefaultObj()->ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function LevelSequence.LevelSequencePlayer.Pause // (Final, Native, Public, BlueprintCallable) void ULevelSequencePlayer::Pause() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("LevelSequencePlayer", "Pause"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function LevelSequence.LevelSequencePlayer.Play // (Final, Native, Public, BlueprintCallable) void ULevelSequencePlayer::Play() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("LevelSequencePlayer", "Play"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function LevelSequence.LevelSequencePlayer.PlayLooping // (Final, Native, Public, BlueprintCallable) // Parameters: // int32 NumLoops (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ULevelSequencePlayer::PlayLooping(int32 NumLoops) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("LevelSequencePlayer", "PlayLooping"); Params::LevelSequencePlayer_PlayLooping Parms{}; Parms.NumLoops = NumLoops; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function LevelSequence.LevelSequencePlayer.SetPlaybackPosition // (Final, Native, Public, BlueprintCallable) // Parameters: // float NewPlaybackPosition (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ULevelSequencePlayer::SetPlaybackPosition(float NewPlaybackPosition) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("LevelSequencePlayer", "SetPlaybackPosition"); Params::LevelSequencePlayer_SetPlaybackPosition Parms{}; Parms.NewPlaybackPosition = NewPlaybackPosition; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function LevelSequence.LevelSequencePlayer.SetPlaybackRange // (Final, Native, Public, BlueprintCallable) // Parameters: // const float NewStartTime (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) // const float NewEndTime (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ULevelSequencePlayer::SetPlaybackRange(const float NewStartTime, const float NewEndTime) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("LevelSequencePlayer", "SetPlaybackRange"); Params::LevelSequencePlayer_SetPlaybackRange Parms{}; Parms.NewStartTime = NewStartTime; Parms.NewEndTime = NewEndTime; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function LevelSequence.LevelSequencePlayer.SetPlayRate // (Final, Native, Public, BlueprintCallable) // Parameters: // float PlayRate (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ULevelSequencePlayer::SetPlayRate(float PlayRate) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("LevelSequencePlayer", "SetPlayRate"); Params::LevelSequencePlayer_SetPlayRate Parms{}; Parms.PlayRate = PlayRate; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } // Function LevelSequence.LevelSequencePlayer.Stop // (Final, Native, Public, BlueprintCallable) void ULevelSequencePlayer::Stop() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("LevelSequencePlayer", "Stop"); auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, nullptr); Func->FunctionFlags = Flgs; } // Function LevelSequence.LevelSequencePlayer.GetLength // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ULevelSequencePlayer::GetLength() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("LevelSequencePlayer", "GetLength"); Params::LevelSequencePlayer_GetLength Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function LevelSequence.LevelSequencePlayer.GetPlaybackPosition // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ULevelSequencePlayer::GetPlaybackPosition() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("LevelSequencePlayer", "GetPlaybackPosition"); Params::LevelSequencePlayer_GetPlaybackPosition Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function LevelSequence.LevelSequencePlayer.GetPlayRate // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // float ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float ULevelSequencePlayer::GetPlayRate() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("LevelSequencePlayer", "GetPlayRate"); Params::LevelSequencePlayer_GetPlayRate Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function LevelSequence.LevelSequencePlayer.IsPlaying // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) bool ULevelSequencePlayer::IsPlaying() const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("LevelSequencePlayer", "IsPlaying"); Params::LevelSequencePlayer_IsPlaying Parms{}; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; return Parms.ReturnValue; } // Function LevelSequence.LevelSequenceActor.SetSequence // (Final, Native, Public, BlueprintCallable) // Parameters: // class ULevelSequence* InSequence (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) void ALevelSequenceActor::SetSequence(class ULevelSequence* InSequence) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("LevelSequenceActor", "SetSequence"); Params::LevelSequenceActor_SetSequence Parms{}; Parms.InSequence = InSequence; auto Flgs = Func->FunctionFlags; Func->FunctionFlags |= 0x400; UObject::ProcessEvent(Func, &Parms); Func->FunctionFlags = Flgs; } } #pragma pack(pop)